Serious Games Conference

By Krassen Stefanov (Sofia University St. Kliment Ohridski)

The second international Joint Conference on Serious Games (JCSG 2016) was held in Brisbane, Australia and hosted by Griffith University. JCSG 2016 brought together the 7th Serious Games Development and Applications (SGDA 2016) and 6th Serious Games (GameDays 2016) conferences, previously held in the UK, Norway, Germany, and Portugal.

The RAGE project was presented with one full paper: The RAGE Software Asset Model and Metadata Model. This paper summarises the main efforts from WP1 and was presented during the conference from Prof. Krassen Stefanov, University of Sofia. The paper was well accepted by the […]

October 6th, 2016|Blog|

Lift-off! ReaderBench goes online!

Nowadays, while technology evolves at a tremendous speed, we, as developers, have to permanently keep in touch with the latest trends and enhance the tools we build. That’s why the presence of a demonstrative website for our framework has become imperative. Thus we have developed the online version of our ReaderBench framework which covers multi-lingual comprehension-centered services constructed to address a wide range of individual and collaborative learning scenarios.

First, the services covered within the website include a Reading Strategies component which provides an in-depth perspective of comprehension processes such as the facility for students to be engaged in reading a […]

October 4th, 2016|Blog|


By Gameware

HATCH: Stimulating thinking for fledgling creative corporates

Creative industries undergraduates need to think and learn about how best to secure an income after graduation – HATCH delivers the digital dialogue to support lecture input.

HATCH is being developed by Gameware Europe in collaboration with Hull College with the idea of creating a digital environment to enable students to explore, experience and learn from an extensible series of activities which model key processes, decisions and outcomes that are likely to be encountered when setting up a new business enterprise.

HATCH focus is around […]

October 3rd, 2016|Blog|

Advantages of Gamification in an eLearning environment

Nurogames GmbH

Gamification describes the use of features and concepts (e.g. points, levels, leader boards) from games in non-game environments, such as websites and applications. However, gamification is much more than just a system of rewards or a silly game with a serious topic. In fact, it addresses keystones of the human learning process.

For a better understanding on how the usage of gamification helps in eLearning it can be helpful to have a look on how people remember things. When a certain information is to be conveyed to a person, the way it is received is crucial for the learning benefit […]

September 23rd, 2016|Blog|

Configuring dialogue scenarios

Johan Jeuring, Raja Lala, Jordy van Dortmont, Marcell van Geest

Many of the RAGE games make use of dialogues at some point. In the sports team manager game, a player selects a team consisting of virtual characters after having a conversation with these characters. In the interview simulation for job seekers game, a player first has to talk to a personal advisor virtual character, and after that this player potentially goes through a number of interviews with employers. In the interview skills for police officers game, a player plays a police officer who interviews a victim, for example a serious sexual crime victim. Finally, in the water cooler […]

September 21st, 2016|Blog|

DGA and the RAGE project join forces to strengthen the Applied Games Industry


On August 9, the DGA -Dutch Games Association- and the RAGE Horizon 2020 project signed an agreement to boost collaboration between the games industry and research institutions, to accelerate innovation and improve the competitive advantage of Applied Games studios.

This initiative aims to support and expand the growth of the applied games industry by enabling studios to offer new and better products to a wider variety of marketplaces and adopting innovative business models and new commercialisation channels.

The co-operation aims for tangible impacts: from technology transfer to better understanding institutional and industry marketplaces and how they could benefit from the applied […]

September 7th, 2016|Blog|