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| | title= Realising an Applied Gaming Ecosystem | | | title= Realising an Applied Gaming Ecosystem |
| | date=2015-2018 | | | date=2015-2018 |
− | | information= RAGE will help to seize the opportunities of the EU non-leisure games market 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) centralized 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. | + | | information= The overall objective of RAGE is to develop, transform and enrich advanced technologies from the leisure games industry into self-contained gaming assets (i.e. solutions showing economic value potential) that support game studios at developing applied games, and make these assets available along with a large volume of high-quality knowledge resources through a self-sustainable Ecosystem, which is a social space that connects research, gaming industries, intermediaries, education providers, policy makers and end-users. |
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