Open Universiteit

Please use this identifier to cite or link to this item: http://hdl.handle.net/1820/7108
Full metadata record
DC FieldValueLanguage
dc.contributor.authorGeorgiev, Atanas-
dc.contributor.authorGrigorov, Alexander-
dc.contributor.authorBontchev, Boyan-
dc.contributor.authorBoytchev, Pavel-
dc.contributor.authorStefanov, Krassen-
dc.contributor.authorBahreini, Kiavash-
dc.contributor.authorNyamsuren, Enkhbold-
dc.contributor.authorVan der Vegt, Wim-
dc.contributor.authorWestera, Wim-
dc.contributor.authorPrada, Rui-
dc.contributor.authorHollins, Paul-
dc.contributor.authorMoreno, Pablo-
dc.date.accessioned2016-10-17T12:09:00Z-
dc.date.available2016-10-17T12:09:00Z-
dc.date.issued2016-
dc.identifier.citationGeorgiev, A., Grigorov, A., Bontchev, B., Boytchev, P., Stefanov, K., Bahreini, K., Nyamsuren, E., Van der Vegt, W., Westera, W., Prada, R., Hollins, P. and Moreno, P. (2016). The RAGE Software Asset Model and Metadata Model. In: Tim Marsh, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge and Stefan Göbel (Eds.), Serious Games, Proceedings of the Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26–27, Lecture Notes in Computer Science 9894, pp. 191-203. Cham, Switzerland: Springer International Publishing AG. DOI: 10.1007/978-3-319-45841-0_18.en_US
dc.identifier.urihttp://hdl.handle.net/1820/7108-
dc.description.abstractSoftware assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.en_US
dc.description.sponsorshipThis study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.en_US
dc.language.isoenen_US
dc.relationinfo:eu-repo/grantAgreement/EC/H2020/644187/EU/Realising an Applied Gaming Eco-system/RAGEen_US
dc.rightsopenAccessen_US
dc.subjectSerious gamesen_US
dc.subjectSoftware assetsen_US
dc.subjectgame assetsen_US
dc.subjectasset modelen_US
dc.subjectasset metadataen_US
dc.subjectmetadata editoren_US
dc.subjectgamificationen_US
dc.titleThe RAGE Software Asset Model and Metadata Modelen_US
dc.typeconferenceObjecten_US
Appears in Collections:1. RAGE Publications

Files in This Item:
File Description SizeFormat 
The RAGE Software Asset Model and Metadata Model.pdf257.54 kBAdobe PDFView/Open


This item is licensed under a Creative Commons License Creative Commons