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Title: What serious game studios want from ICT research: identifying developers’ needs
Authors: Saveski, Grigorij
Westera, Wim
Yuan, Li
Hollins, Paul
Fernández Manjón, Baltasar
Moreno-Ger, Pablo
Krassen, Stefanov
Keywords: serious game
game industry
game engine
Issue Date: 23-Oct-2015
Citation: Saveski, G. L., Westera, W., Yuan, L., Hollins, P., Fernández Manjón, B., Moreno Ger, P., & Stefanov, K. (2015). What serious game studios want from ICT research: identifying developers’ needs. In A. De Gloria & R. Veltkamp (Eds.), Proceedings of the GALA 2015 Conference, LNCS 9599 (pp. 1–10). 7-8 December 2015, Rome, Italy, doi:10.1007/978-3-319-40216-1
Abstract: Although many scholars recognise the great potential of games for teaching and learning, the EU-based industry for such “serious” games” is highly fragmented and its growth figures remain well behind those of the leisure game market. Serious gaming has been designated as a priority area by the European Commission in its Horizon 2020 Framework Programme for Research and Innovation. The RAGE project, which is funded as part of the Horizon 2020 Programme, is a technology-driven research and innovation project that will make available a series of self-contained gaming software modules that support game studios in the development of serious games. As game studios are a critical factor in the uptake of serious games, the RAGE projects will base its work on their views and needs as to achieve maximum impact. This paper presents the results of a survey among European game studios about their development related needs and expectations. The survey is aimed at identifying a baseline reference for successfully supporting game studios with advanced ICTs for serious games.
Appears in Collections:1. RAGE Publications

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