Explore the words cloud of the RAGE project. It provides you a very rough idea of what is the project "RAGE" about.
The following table provides information about the project.
Coordinator |
OPEN UNIVERSITEIT NEDERLAND
Organization address contact info |
Coordinator Country | Netherlands [NL] |
Project website | http://www.rageproject.eu |
Total cost | 8˙999˙942 € |
EC max contribution | 8˙999˙942 € (100%) |
Programme |
1. H2020-EU.2.1.1.4. (Content technologies and information management: ICT for digital content, cultural and creative industries) |
Code Call | H2020-ICT-2014-1 |
Funding Scheme | RIA |
Starting year | 2015 |
Duration (year-month-day) | from 2015-02-01 to 2019-01-31 |
Take a look of project's partnership.
The EU based industry for non-leisure games (applied games) is an emerging business. As such, it´s still fragmented and needs critical mass to compete globally. Nevertheless its growth potential is widely recognised and even suggested to exceed the growth potential of the leisure games market.
RAGE will help to seize these opportunities by making available 1) an interoperable set of advanced technology assets tuned to applied gaming 2) proven practices of using asset-based applied games in various real-world contexts, 3) centralised access to a wide range of applied gaming software modules, services and resources, 4) an online social space (the RAGE Ecosystem) that arranges and facilitates collaboration that underlie progress and innovation, 5) workshops and online training opportunities for both developers and educators, 6) assets-based business cases that support the games industry at seizing new business opportunities, and 7) a business model and launch plan for exploiting the RAGE Ecosystem beyond the project´s duration.
Intermediary organisations and education providers anticipate a wider exploitation of RAGE results among their end-users, which add up to over 1 million, and through disseminating RAGE in their partner networks. The game companies in RAGE anticipate adding RAGE-based products to their portfolio, in order to improve their competitive advantage by opening a new product line for applied games and developing new revenue streams.
Actual deployment of RAGE results will generate direct impact on the competitive positioning of the few thousand of European SMEs in the Applied Games market. Impacts from RAGE will be visible in terms of fulfilling new client needs by quicker and more challenging methods of skills acquisition, enabling new business models based on the usage of the assets repository and the Ecosystem, and in the strengthening collaboration across the entire Applied Games value chain.
D6.2 Summary, Analysis, Road-mapping and Production of Training materials | Documents, reports | 2019-09-09 12:35:27 |
D5.4 Pilots quality report round 2 | Documents, reports | 2019-09-09 12:35:27 |
D1.2 Asset integration methodology | Documents, reports | 2019-09-09 12:35:27 |
D4.1 RAGE Asset Review | Documents, reports | 2019-09-09 12:35:27 |
D8.4 Second RAGE Evaluation Report | Documents, reports | 2019-09-09 12:35:28 |
D6.5 SNA and discourse analysis | Other | 2019-09-09 12:35:27 |
D9.4 Launch Plan for the RAGE Ecosystem Authority | Documents, reports | 2019-09-09 12:35:27 |
D1.3 Two-level authoring widget software and documentation | Other | 2019-09-09 12:35:27 |
First version exploitation plan | Documents, reports | 2019-09-09 12:35:27 |
D7.4 Potential business models report | Documents, reports | 2019-09-09 12:35:27 |
D7.5 Processes in to proposed business models report | Documents, reports | 2019-09-09 12:35:27 |
Project Quality Assurance Handbook | Documents, reports | 2019-09-09 12:35:27 |
Management report 2 | Documents, reports | 2019-09-09 12:35:27 |
D7.6 RAGE asset-based business case | Documents, reports | 2019-09-09 12:35:27 |
D3.4 Final social gamification assets. | Other | 2019-09-09 12:35:26 |
D2.5 First bundle of dashboard components | Other | 2019-09-09 12:35:27 |
D8.2 Evaluation Asset | Other | 2019-09-09 12:35:27 |
D8.3 First RAGE Evaluation Report | Documents, reports | 2019-09-09 12:35:27 |
D3.2 Final integrated bundle of core social agency assets | Other | 2019-09-09 12:35:26 |
D2.1 First bundle of server-side components: Specification, use cases and prototypes of the core assets. | Other | 2019-09-09 12:35:27 |
D6.3 Semantic Content Annotation Support | Other | 2019-09-09 12:35:27 |
First version scenario arrangement document - round 1 | Documents, reports | 2019-09-09 12:35:27 |
D9.1 RAGE Dissemination Plan | Documents, reports | 2019-09-09 12:35:27 |
D9.3 Exploitation Plan | Documents, reports | 2019-09-09 12:35:27 |
D3.5 First storytelling framework | Other | 2019-09-09 12:35:26 |
D4.4 Final version of game applications for scenario pilot | Other | 2019-09-09 12:35:26 |
D5.2 Scenario Arrangement document – round 2 | Documents, reports | 2019-09-09 12:35:26 |
D7.2 Summary report of Value Chain analysis | Documents, reports | 2019-09-09 12:35:27 |
D2.6 Final bundle of dashboard components | Other | 2019-09-09 12:35:27 |
First version Applied gaming asset methodology | Documents, reports | 2019-09-09 12:35:27 |
D6.1 Ecosystem software platform | Other | 2019-09-09 12:35:27 |
Preliminary Summary, Analysis, Road-mapping and Production of Training materials | Documents, reports | 2019-09-09 12:35:27 |
D6.4 Ecosystem integration | Other | 2019-09-09 12:35:27 |
D7.3 Summary report RAGE stakeholder consultation process | Documents, reports | 2019-09-09 12:35:27 |
D7.1 Summary report of business models | Documents, reports | 2019-09-09 12:35:27 |
D1.1 Applied gaming asset methodology | Documents, reports | 2019-09-09 12:35:26 |
Research data management plan | Documents, reports | 2019-09-09 12:35:27 |
Management Report 1 | Documents, reports | 2019-09-09 12:35:27 |
D4.3 Initial version of game applications for scenario pilots | Other | 2019-09-09 12:35:26 |
D2.3 First bundle of client-side components | Other | 2019-09-09 12:35:27 |
D9.2 RAGE website | Websites, patent fillings, videos etc. | 2019-09-09 12:35:27 |
D8.1 RAGE Evaluation Framework and Guidelines | Documents, reports | 2019-09-09 12:35:27 |
D2.4 Final bundle of client-side components | Other | 2019-09-09 12:35:27 |
D3.3 First social gamification assets | Other | 2019-09-09 12:35:26 |
Second version exploitation plan | Documents, reports | 2019-09-09 12:35:27 |
D2.2 Final bundle of server-side components: Core assets in final form with documentation and samples. | Other | 2019-09-09 12:35:27 |
D5.3 Pilots quality report round 1 | Documents, reports | 2019-09-09 12:35:27 |
D3.1 First bundle of core social agency assets | Other | 2019-09-09 12:35:26 |
D3.6 Final storytelling framework. | Other | 2019-09-09 12:35:26 |
D5.1 Scenario Arrangement document – round 1 | Documents, reports | 2019-09-09 12:35:26 |
D4.2 Full Design Document. | Documents, reports | 2019-09-09 12:35:26 |
Management report 3 | Documents, reports | 2019-09-09 12:35:28 |
Take a look to the deliverables list in detail: detailed list of RAGE deliverables.
year | authors and title | journal | last update |
---|---|---|---|
2016 |
Popescu, Elvira
Dascalu, Mihai
Becheru, Alex
Crossley, Scott
Trausan-Matu, Stefan Predicting Student Performance and Differences in Learning Styles based on Textual Complexity Indices applied on Blog and Microblog Posts published pages: 184–188, ISSN: , DOI: |
16th IEEE Int. Conf. on Advanced Learning Technologies (ICALT 2016) | 2019-09-09 |
2015 |
Trausan-Matu, Stefan
Dascalu, Mihai Visualization of polyphonic voices inter-animation in CSCL chats published pages: 303-320, ISSN: 1843-4460, DOI: |
Romanian Journal of Human - Computer Interaction Vol.8, No.4 | 2019-09-09 |
2016 |
Gutu, Gabriel
Dascalu, Mihai
Trausan-Matu, Stefan
Dessus, Philippe ReaderBench goes Online: A Comprehension-Centered Framework for Educational Purposes published pages: 184-188, ISSN: , DOI: |
Romanian Conference on Human-Computer Interaction | 2019-09-09 |
2015 |
Christian Nawroth, Matthäus Schmedding, Holger Brocks, Michael Kaufmann, Michael Fuchs, Matthias Hemmje Towards Cloud-Based Knowledge Capturing Based on Natural Language Processing published pages: 206-216, ISSN: 1877-0509, DOI: 10.1016/j.procs.2015.09.236 |
Procedia Computer Science 68 | 2019-09-09 |
2016 |
Salman, Munir
Fuchs, Michael
Buechner, Wilhelm
Vu, Binh
Brocks, Holger
Becker, Jana
Heutelbeck, Dominic
Hemmje, Matthias Integrating Scientific Publication into an Applied Gaming Ecosystem published pages: 45-51, ISSN: 2251-3043, DOI: |
GSTF Journal of Computing; Vol. 5, No. 1 | 2019-09-09 |
2016 |
Then, Matthias
Wallenborn, Benjamin
Ianniello, Birgit
Vu, Duc
Swoboda, Tobias
Fuchs, Michael
Hemmje, Matthias A Competence-Based Course Authoring Concept for Learning Platforms with Legacy Assignment Tools published pages: 19-36, ISSN: 2251-3043, DOI: |
GSTF Journal on Computing Vol. 4, No. 4 | 2019-09-09 |
2016 |
Wim van der Vegt, Wim Westera, Enkhbold Nyamsuren, Atanas Georgiev, Iván MartÃnez Ortiz RAGE Architecture for Reusable Serious Gaming Technology Components published pages: 1-10, ISSN: 1687-7047, DOI: 10.1155/2016/5680526 |
International Journal of Computer Games Technology 2016 | 2019-09-09 |
2015 |
Görzig, H., Engel, F., Brocks, H., Vogel, T. & Hemmje, M. Towards Data Management Planning Support for Research Data published pages: , ISSN: , DOI: |
ASE International Conference on Data Science, Stanford, United States of America | 2019-09-09 |
2015 |
Steiner, C., Hollins, P., Kluijfhout, E., Dascalu, M., Nussbaumer, A., Albert, D., & Westera, W. Evaluation of Serious Games: A Holistic Approach published pages: 4334-4342, ISSN: , DOI: |
8th Annual International Conference of Education, Research and Innovation | 2019-09-09 |
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The information about "RAGE" are provided by the European Opendata Portal: CORDIS opendata.