2016
DOI: 10.1007/978-3-319-40216-1_58
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Realizing an Applied Gaming Ecosystem: Towards Supporting Service-Based Innovation Knowledge Management and Transfer

Abstract: 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 interoper… Show more

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Cited by 2 publications
(4 citation statements)
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“…KOs are most frequently used within an organizational environment (Grover & Davenport, 2001), that also comprises of users such as a LL. Becker et al, (2016) explain that the learning community and the users "have to externalize their tacit needs, requirements, assets, knowledge, information, and experiences into explicit digital content and knowledge objects. "…”
Section: Introductionmentioning
confidence: 99%
“…KOs are most frequently used within an organizational environment (Grover & Davenport, 2001), that also comprises of users such as a LL. Becker et al, (2016) explain that the learning community and the users "have to externalize their tacit needs, requirements, assets, knowledge, information, and experiences into explicit digital content and knowledge objects. "…”
Section: Introductionmentioning
confidence: 99%
“…La idea consiste en combinar la experiencia del juego y la motivación intrínseca, embebiendo los objetivos de aprendizaje (contenido y evaluación) sin afectar la inmersión y la jugabilidad. En esto se encuentra trabajando la iniciativa de la comunidad europea: Realising an Applied Gaming Eco-System (RAGE) como describe Becker et al (2015), el cual busca involucrar a la industria en la producción de SG. Para que esto suceda, es necesario dotar a la industria de herramientas para producir SG eficaces y a costos asequibles.…”
Section: Mecánicas De Juego En Los Serious Gameunclassified
“…Otros modelos, como los descriptos por Arnab et al (2015), Carvalho et al (2015), Gunter et al (2008) y Mariais et al (2011), proponen desde diferentes puntos de vista la construcción de tablas de criterios y componentes reutilizables (plantillas de mecánicas y patrones). En esa línea Mestadi et al (2018) propone una arquitectura de diseño, dentro de la iniciativa RAGE (Becker et al, 2015) (Realising an Applied Gaming Eco-System). Esta arquitectura se basa en la construcción de componentes, donde la especificación del dominio y los contenidos de aprendizaje, se diseñen en forma genérica.…”
Section: Narrativaunclassified
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