Skip to main content

Realizing an Applied Gaming Ecosystem: Towards Supporting Service-Based Innovation Knowledge Management and Transfer

  • Conference paper
  • First Online:
Book cover Games and Learning Alliance (GALA 2015)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9599))

Included in the following conference series:

  • 2298 Accesses

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 interoperable set of advanced technology assets, tuned to applied gaming, as well as proven practices of using asset-based applied games in various real-world contexts, and finally a centralized access to a wide range of applied gaming software modules, services and related document, media, and educational resources within an online community portal called the RAGE Ecosystem. It is based on an integrational, user-centered approach of Knowledge Management and Innovation Processes in the shape of a service-based implementation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    http://www.github.com.

References

  1. RAGE, 22 July 2015. http://www.rageproject.eu

  2. RAGE Description of Action (2015)

    Google Scholar 

  3. Stewart, J., Bleumers, L., Van Looy, J., Mariën, I., All, A., Schurmans, D., Willaert, K., De Grove, F., Jacobs, A., Misuraca, G.: The potential of digital games for empowerment and social inclusion of groups at risk of social and economic exclusion: evidence and opportunity for policy. In: Centeno, C. (ed.) Joint Research Centre. European Commission (2013)

    Google Scholar 

  4. García Sánchez, R., Baalsrud Hauge, J., Oliveira, M., Fiucci, G., Rudnianski, M., Kyvsgaard Hansen, P., Riedel, J., Padrón-Nápoles, C.L., Brown, D.: Business Modelling and Implementation Report 2, GALA Network of Excellence (2013). www.galanoe.eu

  5. Salman, M., Heutelbeck, D., Hemmje, M.: Towards social network support for an applied gaming ecosystem. In: The 9th European Conference on Games Based Learning, ECGBL 2015, Norway (2015)

    Google Scholar 

  6. Paukert, M., Niederée, C., Hemmje, M.: Knowledge in innovation processes. In: Encyclopedia of Knowledge Management (2011)

    Google Scholar 

  7. Haß, H.-J.: Die Messung des technischen Fortschritts, Munich (1983)

    Google Scholar 

  8. Grupp, H.: Messung und Erklärung des technischen Wandels – Grundzüge einer empirischen Innovationsökonomik. Springer, Heidelberg (1997)

    Book  Google Scholar 

  9. Specht, G., Beckmann, C., Amelingmeyer, J.: F&E-Management. Schäffer-Poeschel-Verlag, Stuttgart (2002)

    Google Scholar 

  10. Vogel, T.: Wissensbasiertes und Prozessorientiertes Innovationsmanagement WPIM - Innovationsszenarien, Anforderungen, Modell und Methode, Implementierung und Evaluierung anhand der Innovationsfähigkeit fertigender Unternehmen. Fakultät für Mathematik und Informatik der FernUniversität in Hagen, Munich (2012)

    Google Scholar 

  11. North, K.: Wissensorientierte Unternehmensführung. Wertschöpfung durch Wissen, 3 Auflage, Wiesbaden (2002)

    Google Scholar 

  12. Weggeman, M.: Wissensmanagement – der richtige Umgang mit der wichtigsten Ressource des Unternehmens, 1 Auflage. MITP-Verlag, Bonn (1999)

    Google Scholar 

  13. Nonaka, I., Takeuchi, H.: The Knowledge-Creating Company: How Japanese Companies Create the Dynamics of Innovation. Oxford University Press, Oxford (1995)

    Google Scholar 

  14. Trillitzsch, U.: Die Einführung von Wissensmanagement, Flein b. Verlag Werner Schweikert, Heilbronn (2004)

    Google Scholar 

  15. Paukert, M., Niederée, C., Muscogiuri, C., Bouquet, P., Hemmje, M.: Knowledge in the innovation process: an empirical study for validating the innovation knowledge life cycle. In: Proceedings of the 4th European Conference on Knowledge Management, Oxford, England (2003)

    Google Scholar 

  16. Fließ, S.: Dienstleistungsmanagement: Kundenintegration gestalten und steuern. Gabler Verlag, Wiesbaden (2008)

    Google Scholar 

  17. Corsten H., Gössinger, R.: Dienstleistungsmanagement, 5 Auflage. Oldenbourg Wissenschaftsverlag, Munich (2007)

    Google Scholar 

  18. Engelhardt, W.H., Kleinaltenkamp, M., Reckenfelderbäumer, M.: Leistungsbündel als Absatzobjekte. Zeitschrift für betriebswirtschaftliche Forschung, Bde. %1 von %245. Jg., Heft 5, pp. 395–426 (1993)

    Google Scholar 

  19. Steiner, C., Hollins, P., Kluijfhout, E., Dascalu, M., Nussbaumer, A., Albert, D., Westera, W.: Evaluation of serious games: a holistic approach. Paper accepted at International Conference of Education, Research and Innovation (ICERI 2015), Sevilla, Spain, 2015

    Google Scholar 

  20. Fuhr, N., Tsakonas, G., Aalberg, T., Agosti, M., Hansen, P., Kapidakis, S.: Evaluation of digital libraries. Int. J. Digit. Libr. 8, 21–38 (2007)

    Article  Google Scholar 

  21. Steiner, C., Agosti, M., Sweetnam, M., Hillemann, E.-C., Orio, N., Ponchia, C., Hampson, C., Munnelly, G., Nussbaumer, A., Albert, D., Conlan, O.: Evaluating a digital humanities research environment: the CULTURA approach. Int. J. Digit. Libr. 15, 53–70 (2014)

    Article  Google Scholar 

  22. Bullinger, H.-J.: Einführung in das Technologiemanagement – Modelle, Methoden, Praxisbeispiele. B.G. Teubner, Stuttgart (1994)

    Book  Google Scholar 

  23. Bullinger, H.-J., Wörner, K., Prieto, J.: Wissensmanagement heute. Fraunhofer Institut für Arbeitswirtschaft und Organisation, Stuttgart (1997)

    Google Scholar 

  24. de Gloria, A., Roceanu, I.: Serious games in the life long learning environment. games and learning alliance network of excellence. In: The 5th International Conference on Virtual Learning, ICVL 2010 (2010)

    Google Scholar 

  25. Dabbish, L., Stuart, C., Tsay J., Herbsleb, J.: Social coding in GitHub: transparency and collaboration in an open software repository. In: Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work. ACM (2012)

    Google Scholar 

Download references

Acknowledgements and Disclaimer

This publication has been produced in the context of the RAGE project. The project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No. 644187. However, this paper reflects only the author’s view and the European Commission is not responsible for any use that may be made of the information it contains.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jana Becker .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Becker, J., van Lankveld, G., Steiner, C., Hemmje, M. (2016). Realizing an Applied Gaming Ecosystem: Towards Supporting Service-Based Innovation Knowledge Management and Transfer. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_58

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-40216-1_58

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40215-4

  • Online ISBN: 978-3-319-40216-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics