by Raja Lala and Johan Jeuring (UU).
The past months we worked hard to deliver a configurable version of the communication scenario editor. We developed the RAGE assets by ‘carving’ out from a pre-existing learning environment (Communicate!) already in use since three years at Utrecht University (UU).
In that process and in developing a configurable version, the RAGE assets developed further than our UU learning environment. We have now updated the UU learning environment editor to be an (configured) instance of the RAGE asset. That has led to better quality as the learning environment is used and already tested […]
Manuel Guimarães e Pedro Santos @ INESC-ID
In recent years, with companies such as Sony, Microsoft, Facebook and Apple investing in both Augmented and Virtual Reality, these technologies have moved from industrial niches to mass markets at an impressive rate. The chance for VR to enable the “presence” of a user, in other words, to make users feel as if they are actually reacting to the environment around them is unprecedented. With the rise of cameras that can record a scene in 360 degrees, stereoscopic video (which creates depth) and a new generation of headsets accessible to consumers, the ascent of […]
Dr Kam Star (PlayGen)
Sport Team Manager is a RAGE game developed by PlayGen for the OKKAM use case, where players take on the role of a sailing team manager, deciding on who to hire, who to fire and where to place members of the sailing team to maximise their chances of winning. The game provides feedback to the player on their management style and helps them improve how they handle disagreements and achieve win-win situations.
The game is aimed primarily at teaching communication and conflict resolution to students on sports management courses at Trento university. The player must first review the […]
By Ana Romano, Cristina Soeiro, Raquel Guerra (EPJ)
Gamification is a tool to help criminal investigators to solve serious crimes!
As RAGE partners the Portuguese Judiciary Police Training School is developing together with GAMEWARE a serious game in which the trainees have the opportunity to simulate investigative interviewing of violent and sexual offenders. This tool will improve the communication skills of criminal investigation officers and supply new forms of tackling serious crimes.
Testimony is the prime Evidence in sexual crimes. Most sexual crimes have no biological elements as evidence, so the information gathered by interviewing is determining for the prosecution process and conviction.
by Nurogames GmbH
While the development of the Water-Cooler game is coming along quite nicely preparing for the first pilots at Hull College an amazing design work has been done to give an appealing look and feel to a serious game. More and more components from the RAGE “assets’ portfolio” are being integrated into the game providing an added value to a final product but most importantly generating positive impact on game developers, like Nurogames.
On a side note, still being in development stage, RAGE already creates impact beyond the consortium members. Thus, new research and innovation projects already show their interest […]
Post by: Johan Jeuring, UU
We are developing the scenario editor and player assets for the RAGE asset repository at Utrecht University. Right now, these assets are used for the Watercooler game of Hull to create the small dialogues team members in the game have at the watercooler. The assets are derived from the software we developed for our Communicate! game at Utrecht University. Based on our experience with Communicate!, I described some of our thoughts about what aspects play a role in developing scenarios for training communication skills in a blog message about a year ago.