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Please use this identifier to cite or link to this item: http://hdl.handle.net/1820/6231
Title: Realizing an Applied Gaming Ecosystem: Towards Supporting Service-based Innovation Knowledge Management and Transfer
Authors: Becker, Jana
Van Lankveld, Giel
Steiner, Christina
Hemmje, Matthias
Keywords: gaming
innovation knowledge management
service
Issue Date: 6-Dec-2015
Citation: Becker, J., Van Lankveld, G., Steiner, C., & Hemmje, M. (2015, December). Realizing an Applied Gaming Ecosystem: Towards Supporting Service-based Innovation Knowledge Management and Transfer. Paper presented at the Games and Learning Alliance (GALA) conference 2015, Rome, Italy.
Abstract: The EU-based industry for non-leisure games is an emerging business. As such it is still fragmented and needs to achieve critical mass to compete globally. Nevertheless its growth potential is widely recognized. To become competitive the relevant applied gaming communities and SMEs require support by fostering the generation of innovation potential. The European project Realizing an Applied Gaming Ecosystem (RAGE) is aiming at supporting this challenge. RAGE will help by making available an interoperable set of advanced technology assets, tuned to applied gaming, as well as proven practices of using asset-based applied games in various real-world contexts, and finally a centralized access to a wide range of applied gaming software modules, services and related document, media, and educational resources within an online community portal called the RAGE Ecosystem. It is based on an integrational, user-centered approach of Knowledge Management and Innovation Processes in the shape of a service-based implementation.
URI: http://hdl.handle.net/1820/6231
Appears in Collections:1. RAGE Publications

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