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RAGE Software Asset Wizard

By Pavel Boytchev (Sofia University St. Kliment Ohridski)

There is a famous saying that theoretically, there is no difference between theory and practice, but practically – there is. We developed the first working prototype of the RAGE Metadata Editor in early 2016. Its goal was to view and edit of the asset metadata by exposing the […]

By |May 16th, 2017|Blog|0 Comments

Processing natural language using a scripted scenario

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 […]

By |April 25th, 2017|Blog|0 Comments

RAGE in VR

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 […]

By |April 4th, 2017|Blog|0 Comments

Learn to manage a sports team by playing Sports Team Manager!

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 […]

By |March 27th, 2017|Blog|0 Comments

RAGE helps to solve crimes

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 […]

By |March 23rd, 2017|Blog|160 Comments

RAGE creates impact

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 […]

By |March 8th, 2017|Blog|0 Comments

Eating our own dogfood

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 […]

By |February 27th, 2017|Blog|0 Comments

Talk with the game: introducing the SpeechIO asset

Post by Pedro Fialho, INESC-ID

Natural language is inherent to many games, for example in story guided games where players are provided with sets of spoken and/or written sentences denoting ways of continuing (and conducting) the game. However, the user experience of such games would be improved if natural language processing (NLP) is involved, for instance […]

By |February 5th, 2017|Blog|1 Comment

Learning Analytics and Serious Games: An Ideal Couple

By: TUGRAZ

Over the last decade, serious games have become accepted educational tools and the idea of using the great strength of modern computer games for educational purposes experienced a significant boost. From an educational perspective, computer games offer a promising approach to make learning more engaging, satisfying, and probably more effective.

However, playing experience and learning […]

By |February 3rd, 2017|Blog|0 Comments

Gamifying the ‘whole’ world, toward a manifesto for gamification

Dr. Kam Star (PLAYGEN)

To gamify or not to gamify, that is sometimes the question.

So – whilst proponents of hard-gamification claim universal appeal of competitive zero-sum game mechanics, waxing lyrical about the propensity for human beings to engage in hypercompetitive activity to prove their worth by accumulating digital badges and virtual points to beat everyone else […]

By |January 5th, 2017|Blog|0 Comments