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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>and Ivan Martínez Ortiz. 2016. RAGE
Architecture for Reusable Serious Gaming Technology
Components. International Journal of Computer Games
Technology</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="hindawi-id">5680526</article-id>
      <article-id pub-id-type="doi">10.1155/2016/5680526</article-id>
      <title-group>
        <article-title>Serious Gaming Coming of Age: Implementing a European Innovation Policy to Amplify Serious Game Development</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Wim Westera</string-name>
          <email>wim.westera@ou.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Open University of the Netherlands Heerlen</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>This paper presents the “gamecomponents” portal, which was funded by the European Commission to support and amplify the field of serious game development. The portal system provides a central point of access for the exchange of advanced game software and knowledge resources. Different from existing game asset stores, the portal is dedicated to serious games rather than leisure games. Its initial offerings include over 40 advanced “pluggable” services. Different from existing asset stores, the software is platform-independent and thus avoids any risks of vendor lock-in. The paper provides a quick overview of the key characteristics of the portal and discusses the measures and options to procure its sustainable exploitation and growth.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
The benefits of applying games for serious purposes have
been well recognised. Over the last decade, the European
Commission (EC) has spent over hundred million Euros to
research and innovation of serious gaming through its
Horizon 2020 Programme and its predecessors. The support
from the EC is grounded in the ambition of making Europe
the most competitive and dynamic knowledge-based
economy in the world, of creating of new jobs and growth
by raising the level of investments (the Juncker plan) and of
making the transition to a digital, single market that meets
the requirements of the digital age (the Lisbon Agenda [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
and the Europe 2020 strategy [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]). Among the many
ECfunded initiatives is the RAGE European flagship project,
which has recently launched a game development
marketplace portal to amplify knowledge exchange and
networking across multiple players in the field. The main
goal is to establish a European “innovation ecosystem” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
in serious gaming, capable of interconnecting multiple
innovation actors from R&amp;D networks and networks of
commercial parties across the entire value chain to generate
commercial value. The innovation ecosystem concept is
particularly applicable to advanced technologies (such as
gaming), because high-tech industries are
knowledgedriven, offer higher growth potential and thereby spur job
creation and economic development. The RAGE
marketplace portal is readily positioned as an instrument to
promote ecosystem formation and the associated
mechanisms of technology transfer and branch
development.
      </p>
      <p>This paper provides a quick overview of the arguments to
launch the marketplace portal, its design considerations and
initial offerings, its role to connect serious game
stakeholders and an outlook on its potential growth.
PROBLEM ANALYSIS
The field of serious gaming suffers from a variety of
problems. Major issues are summarised below.</p>
      <p>
        Fragmentation
Notwithstanding its potential, the serious game landscape is
highly fragmented. Relevant research groups are scattered
over a diversity of contributing disciplines, ranging from
computer science to psychology and cultural science, as
well as different application areas: health, military,
education, cultural heritage. Likewise, the serious game
industry is scattered over a large number of small
independent players (SME’s) and displays many features of
an emerging, immature branch of business: weak
interconnectedness, limited knowledge exchange, absence
of harmonising standards, limited specialisations, limited
division of labour and insufficient evidence of the products’
efficacies [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. As a consequence, the overall field of serious
gaming is likely to suffer from missed opportunities,
limited adoption, and a lack of success cases to open up
new areas
governments).
      </p>
      <p>and
markets
(e.g. schools,
business,
Inherent complexity of games
Serious games are among the most complex ICTs because
of their inherent dynamics requiring high degrees of user
interaction, data processing and adaptation mechanisms, the
high audio-visual demands (sounds, animations, videos),
and the specific pedagogical requirements to be included in
the games’ design.</p>
      <p>
        Comparison with triple A leisure games
In many cases serious games are typically “low budget, low
tech” often referred to as being no more than “the poor
cousins of the computer game industry” [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Product quality
tends to be well below leisure games standards and the
products’ effectiveness for learning is often questioned [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Limited research-industry collaborations
Although the positive impact of R&amp;D spending on the
industry’s competitiveness and innovation power is beyond
dispute, the small SME’s often lack the resources to invest
in R&amp;D. Moreover, there are some fundamental
differences, if not barriers, between game research and the
game industry with respect to time horizon (typically years
versus months or even weeks), finance (government funded
versus commercial operation), and overall attitude
(fundamental versus pragmatic).
      </p>
      <p>Technological diversity
Progress is hampered by the wide variety of programming
languages, game development systems and delivery
platforms that game studios have in use, all of which go
with specific technical constraints and incompatibilities that
pose severe barriers to growth.</p>
      <p>High development costs
Serious games require high upfront investments. This is
partly due to the complexity of games. It can likewise be
attributed to a lack of knowledge exchange in the networks,
leaving single parties to frequently re-invent the wheel,
which is inefficient as such. For large take-up in the market,
development costs and time-to-market should go down,
which could be procured by enhanced knowledge exchange
and the reuse of software for game development.
CONTRIBUTIONS TO THE FIELD
In 2015, the EC decided to fund the RAGE project to
address these problems. The RAGE consortium was
composed of 19 partners from 10 European countries,
including game studios, game researchers, educators and
business innovators. The overall budget of 9 million Euro
signifies the urgency and significance of the problems
identified. The main assignments to the RAGE consortium
were:

</p>
    </sec>
    <sec id="sec-2">
      <title>Reduce interoperability issues between different technical platforms Provide cutting-edge game technology examples that can be easily reused</title>
      <p>

</p>
    </sec>
    <sec id="sec-3">
      <title>Provide scientific and practical evidence through real-world application cases Create a repository for the exchange of game software</title>
      <p>Provide a model for sustainable exploitation</p>
    </sec>
    <sec id="sec-4">
      <title>The outcomes of the project are summarized below.</title>
      <p>
        The RAGE component-based software architecture
RAGE has prepared a component-based architecture to
accommodate the easy integration and reuse of software in
the wide diversity of development platforms, target
platforms and programming languages that are being used
in practice [
        <xref ref-type="bibr" rid="ref7 ref8">7,8</xref>
        ]. The RAGE architecture is essentially
lightweight and does not demand substantial overheads
from developers. The simple case would be the remote
communications of server-side components with centralised
applications: these are based on a service-oriented
architecture (SOA) using the HTTP-protocol (e.g. REST),
which offers platform-independence and interoperability
among heterogeneous technologies. Web services offer
several advantages such as decoupling from implementation
details and a high degree of reusability of services, but may
also affect system performance due to frequent network
calls and they impede off-line gaming. Client-side
components, which all need to be integrated into
clientmachine applications (viz. game engines), bypass these
problems, but they are more sensible to system
incompatibilities. Regarding the client-side, the RAGE
component architecture overcomes many of potential
incompatibilities as it avoids dependencies of external
software frameworks by not relying on game application
code. Instead, it uses a limited set of well-established
software patterns (Bridge, Singleton, Publish/Subscribe)
and coding practices aimed at decoupling abstraction from
its implementation. This decoupling facilitates reusability
of a component across different game engines and other
client environments with minimal integration effort. The
architecture was validated for multiple programming
languages (C#, C++, Java, JavaScript) and many proof
cases have been established with real games [
        <xref ref-type="bibr" rid="ref7 ref8">7,8</xref>
        ].
Reusable software components
The research parties in RAGE have created a diverse set of
game components, all of which offer
pedagogicallyoriented functionality to be used or integrated in serious
games. They provide unique, enabling technologies for
game developers empowering them and their studios to
create better games at lower costs and in less time. As game
components should extend rather than restrict the creative
space of developers, the components work under the hood
only: they do not directly address the game’s user-interface,
thus respecting any look and feel deemed appropriate for
the game. The set of components include software for
massive learning analytics (tracker, storage, authentication
and analytics fully decoupled from e.g. Google), affective
tools (e.g. arousal detection, emotion detection, motivation
assessment), adaptation and balancing tools (based on e.g.
game difficulty, competences, motivation), modelling tools
for believable Non-Playing Characters (e.g. dynamic mood
modelling, appraisal modelling), procedural animation of
non-verbal behaviours, a social gamification suite (enabling
multi-player features, e.g. tournaments, teams, group
challenges, award systems), competence-based adaptation,
dialogue builder and reasoned software, natural language
processing (topic mining, sentiment analysis, essay grading,
summary evaluation, comprehension prediction,
text-tospeech vice versa, lipsync) and many other functions. So
far, all these components use the Apache 2.0 license (white
label software), which allows for reuse by third parties both
for commercial and non-commercial purposes, either under
open source or closed source conditions. To promote the
adoption and reuse of the software products exposed, they
have all been enriched with user guides, instructional
materials, demonstrators and proof cases.
      </p>
      <p>
        Component usage in real-world games
For the validation of the approach, professional game
studios have created 7 games based on the various
components. The games focus on various 21st-century soft
skills and address diverse educational and training contexts:
leadership and management skills for recreational sports
leaders, customer helpdesk skills and collaboration skills
for vocational IT students, conflict management skills and
creative entrepreneurial skills for art and design students,
job application skills for corporate candidates, and
interrogation skills for police officers. Over 2,000
participants were involved in the game sessions. For all
games a dedicated evaluation was carried out with the
purpose to, on the one hand, collect scientific evidence for
the effectiveness of this game-based training, and on the
other hand, to substantiate the practicability of
componentbased game development [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. With respect to the latter, an
extensive assessment was carried out of the usability and
practicability of the available components as well as the
RAGE architectural elements among developers. The
developers are generally positive about the components and
the architecture and claim that these help them to do a
better job in less time. The costs/benefits ratios of
components are highly favourable: while all components,
including their design, development and empirical
validation, are based on extensive long-term research
(multiple years), the integration of a component in a game
is merely a matter of days or even hours. A case-based
costs-benefits analysis has confirmed the impact of reusing
software components, reporting costs/benefits ratios up to 1
over 100 (a succinct version of the costs-benefits analysis
can be found at
https://www.gamecomponents.eu/page/case-studies).
The Marketplace Portal
RAGE contributes to the objective of an innovation
ecosystem by its community platform at
gamecomponents.eu, that offers centralised access to the
collection of reusable game software components. It differs
substantially from existing gaming marketplaces, such as
the Unity Asset Store, the Unreal Engine marketplace and
the Cry Engine marketplace, which are all driven by
commercial game platform vendors. The existing stores do
not specifically focus on serious games: most objects are
media objects (e.g. terrains, audio, buildings, weapons,
user-interface objects, and templates) rather than software
objects, and they readily lead to vendor vendor lock-in,
because the scarce game software objects can only be used
in the vendor’s game platform. In contrast, the
gamecomponents.eu portal is domain-driven instead of
platform-driven: it has a clear focus on serious games,
which are no longer positioned as a by-product of leisure
games, and its software offerings can be used across
multiple development platforms.
      </p>
      <p>
        At the core of the gamecomponents.eu portal is a digital
repository of software objects and associated knowledge
resources [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Figure 1 shows a screenshot of the software
catalogue page.
      </p>
      <p>
        The look and feel of the portal largely complies to what is
common at existing marketplaces, while offering various
search and filter options. Providers of game software can
use the submission tools to specify the relevant metadata
and to upload the associated software and artefacts such as
manuals, tutorials, videos, demos, design documents,
testimonials, training courses, empirical proof cases, etc.
The software can either be uploaded as a separate zip
archive or included as a reference to an external archive
(e.g., Github, Bitbucket). Integration with social media
platforms such as Mendeley and Slideshare allow for easy
import of existing resources [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Also, the portal is
supported by a full e-commerce suite, which allows parties
to sell and buy artefacts. It allows parties to go beyond
current free and open source offerings, and expose
proprietary materials requiring licence fees and service
costs. It helps to transform the marketplace into a true
trading place.
      </p>
      <p>After its launch in the course of 2018, the number of
monthly visits to the portal gradually grew to over 8000 in
January 2019. By then, the number of direct downloads
from the portal was 40 per month. Additional downloads
from existing software management portals such as Github
or Bitbucket are not included.</p>
      <p>DISCUSSION
With its gamecomponents.eu portal and the initial
collection of reusable game software, the RAGE project has
created a starting point for establishing a serious gaming
innovation ecosystem. However, solely the launch of a
portal, even if it exposes high quality technologies and
resources, does not make an innovation ecosystem. The
ecosystem would essentially be a social system that links
together diverse stakeholders across the value chain:
individuals from universities, industries, education and
government, using the portal as a vehicle. A key question
will be to what extent the portal will be embraced by
serious gaming stakeholders, either from academia or from
the industry, to benefit from the opportunities for
collaboration and the exchange of knowledge and
resources. Evidently, the portal will need to grow in terms
of contents and in terms of users. A steady influx of new
software components, tools and resources is deemed
essential, along with a growing number of users and
associated application cases demonstrating the successful
deployment of component-based serious games.</p>
      <p>
        To preserve the results of the RAGE project after its recent
ending, parties have established the RAGE Foundation as
the legal entity acting as the custodian of the RAGE legacy.
Currently, the RAGE Foundation has been focussing on the
following priorities. First, the Foundation will arrange and
participate in stakeholder events to enthuse and encourage
the various target groups. This should help to establish
further growth both on the supply side of game software
and on the demand side. Second, the Foundation will
elaborate the details of the hybrid multi-sided business
model that has been devised for sustainable exploitation of
the portal. Based on extensive stakeholder consultations,
this model was selected as the best option, providing the
flexibility and ability to eventually accommodate multiple
revenue streams, such as subscription fees, e-commerce
services, and premium services, and to adapt quickly to
changing market conditions in the fluid and fractured
serious gaming development landscape [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Third, the
Foundation is actively engaged in exploring opportunities
for funding and financing. As a first success the Foundation
together with the Dutch Gaming Association (DGA) has
launched a gaming fieldlab
(https://dutchgamesassociation.nl/service/dga-gamingfieldlab/) that provides funding to public-private research
collaborations targeting reusable game software.
Successful future exploitation of the marketplace may truly
advance synergy and coherence in the domain of serious
gaming.
      </p>
      <p>ACKNOWLEDGMENTS
This research was partially funded by the European Union’s
Horizon 2020 research and innovation programme under
grant agreement No 644187, the RAGE project
(www.rageproject.eu).</p>
    </sec>
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