Project Details
Description
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.
Status | Finished |
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Effective start/end date | 1/02/15 → 31/01/19 |
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