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This collection contains publications and presentations of the RAGE project.
RAGE, Realising an Applied Gaming Eco-system, aims to develop, transform and enrich advanced technologies from the leisure games industry into self-contained gaming assets that support game studios at developing applied games easier, faster and more cost-effectively. These assets will be available along with a large volume of high-quality knowledge resources through a self-sustainable Ecosystem, which is a social space that connects research, gaming industries, intermediaries, education providers, policy makers and end-users. For more information consult the RAGE website at
The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No. 644187. The publications contained in this collection reflect only the authors' views. The European Union is not responsible for any use that may be made of the information it contains.
Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) unless specified otherwise by the publisher.
Investigating the impact of gaming habits, gender, and age on the effectiveness of an educational video game: An exploratory study
A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes.
Using game authoring platforms to develop screen-based simulated functional assessments in persons with executive dysfunction following traumatic brain injury
Predicting Collaboration based on Students' Pauses in Online CSCL Conversations
BlogCrawl: Customized Crawling of Online Communities
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