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Please use this identifier to cite or link to this item: http://hdl.handle.net/1820/7109
Title: Software Components for Serious Game Development
Authors: Westera, Wim
Van der Vegt, Wim
Bahreini, Kiavash
Dascalu, Mihai
Van Lankveld, Giel
Keywords: Serious games
applied games
game technology
game development
software components
RAGE
performance
emotion
natural language processing
learning analytics
Issue Date: 2016
Publisher: ACPI Ltd.
Citation: Westera, W., Van der Vegt, W., Bahreini, K., Dascalu, M. and Van Lankveld, G. (2016). Software Components for Serious Game Development. Thomas Connolly and Liz Boyle (Eds.), Proceedings of the 10th European Conference on Games Based Learning 6‐7 October 2016, Paisley, Scotland, pp. 765-772. Reading UK: ACPI.
Abstract: The large upfront investments required for game development pose a severe barrier for the wider uptake of serious games in education and training. Also, there is a lack of well-established methods and tools that support game developers at preserving and enhancing the games’ pedagogical effectiveness. The RAGE project, which is a Horizon 2020 funded research project on serious games, addresses these issues by making available reusable software components that aim to support the pedagogical qualities of serious games. In order to easily deploy and integrate these game components in a multitude of game engines, platforms and programming languages, RAGE has developed and validated a hybrid component-based software architecture that preserves component portability and interoperability. While a first set of software components is being developed, this paper presents selected examples to explain the overall system’s concept and its practical benefits. First, the Emotion Detection component uses the learners’ webcams for capturing their emotional states from facial expressions. Second, the Performance Statistics component is an add-on for learning analytics data processing, which allows instructors to track and inspect learners’ progress without bothering about the required statistics computations. Third, a set of language processing components accommodate the analysis of textual inputs of learners, facilitating comprehension assessment and prediction. Fourth, the Shared Data Storage component provides a technical solution for data storage - e.g. for player data or game world data - across multiple software components. The presented components are exemplary for the anticipated RAGE library, which will include up to forty reusable software components for serious gaming, addressing diverse pedagogical dimensions.
URI: http://hdl.handle.net/1820/7109
Appears in Collections:1. RAGE Publications

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