Efficient software assets for fostering learning in applied games

Matthias Thomas Maurer, Alexander Nussbaumer, Christina Steiner, Dietrich Albert, Wim van der Vegt, Rob Nadolski, Enkhbold Nyamsuren

Research output: Chapter in Book/Report/Conference proceedingConference paperpeer-review


Digital game technologies are a promising way to enable training providers to reach other target groups, namely those who are not interested in traditional learning technologies. Theoretically, through using digital game technologies we are able to foster the acquisition of any competence by specifying competency structures, offering adequate problem solving support while maintaining motivation and taking personality into consideration as part of the tailored game experience. In this paper, we illustrate how this is done within the RAGE project, which aims to develop, transform, and enrich advanced technologies into self-contained gaming assets for the leisure games industry to support game studios in developing applied games easier, faster, and more cost effectively. The software assets discussed here represent a modular approach for fostering learning in applied games. These assets address four main pedagogical functions: competency structures (i.e., logical order for learning), motivation, performance support (i.e., guidance to maintain learning), and adaption to the player’s personality.
Original languageEnglish
Title of host publicationImmersive Learning Research Network
Subtitle of host publicationThird International Conference, iLRN 2017
EditorsDennis Beck, Colin Allison, Leonel Morgado, Johanna Pirker, Foaad Khosmood, Jonathon Richter, Christian Gütl
Place of PublicationCham
ISBN (Electronic)978-3-319-60633-0
ISBN (Print)978-3-319-60632-3
Publication statusPublished - 2017
EventiLRN 2017 - Coimbra, Portugal
Duration: 26 Jun 201729 Jun 2017

Publication series

NameCommunications in Computer and Information Science


ConferenceiLRN 2017


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