=Paper= {{Paper |id=Vol-2497/paper10 |storemode=property |title=Serious Gaming Coming of Age: Implementing a European Innovation Policy to Amplify Serious Game Development |pdfUrl=https://ceur-ws.org/Vol-2497/paper10.pdf |volume=Vol-2497 |authors=Wim Westera |dblpUrl=https://dblp.org/rec/conf/gamilearn/Westera19 }} ==Serious Gaming Coming of Age: Implementing a European Innovation Policy to Amplify Serious Game Development== https://ceur-ws.org/Vol-2497/paper10.pdf
Serious Gaming Coming of Age: Implementing a European
 Innovation Policy to Amplify Serious Game Development
                                                             Wim Westera
                                                         Open University of the
                                                              Netherlands
                                                        Heerlen, The Netherlands
                                                          wim.westera@ou.nl
ABSTRACT                                                                  making the transition to a digital, single market that meets
This paper presents the “gamecomponents” portal, which                    the requirements of the digital age (the Lisbon Agenda [3]
was funded by the European Commission to support and                      and the Europe 2020 strategy [4]). Among the many EC-
amplify the field of serious game development. The portal                 funded initiatives is the RAGE European flagship project,
system provides a central point of access for the exchange                which has recently launched a game development
of advanced game software and knowledge resources.                        marketplace portal to amplify knowledge exchange and
Different from existing game asset stores, the portal is                  networking across multiple players in the field. The main
dedicated to serious games rather than leisure games. Its                 goal is to establish a European “innovation ecosystem” [2]
initial offerings include over 40 advanced “pluggable”                    in serious gaming, capable of interconnecting multiple
services. Different from existing asset stores, the software is           innovation actors from R&D networks and networks of
platform-independent and thus avoids any risks of vendor                  commercial parties across the entire value chain to generate
lock-in. The paper provides a quick overview of the key                   commercial value. The innovation ecosystem concept is
characteristics of the portal and discusses the measures and              particularly applicable to advanced technologies (such as
options to procure its sustainable exploitation and growth.               gaming), because high-tech industries are knowledge-
Author Keywords                                                           driven, offer higher growth potential and thereby spur job
Game software; online marketplace; serious games; game                    creation and economic development. The RAGE
development; software reuse; software components; game                    marketplace portal is readily positioned as an instrument to
ecosystem                                                                 promote ecosystem formation and the associated
                                                                          mechanisms of technology transfer and branch
ACM Classification Keywords                                               development.
• Applied computing~Computer games
• Software and its engineering~Interactive games                          This paper provides a quick overview of the arguments to
• Software and its engineering~Reusability                                launch the marketplace portal, its design considerations and
• General and reference~Empirical studies                                 initial offerings, its role to connect serious game
• Networks~Cloud computing                                                stakeholders and an outlook on its potential growth.
INTRODUCTION                                                              PROBLEM ANALYSIS
The benefits of applying games for serious purposes have                  The field of serious gaming suffers from a variety of
been well recognised. Over the last decade, the European                  problems. Major issues are summarised below.
Commission (EC) has spent over hundred million Euros to                   Fragmentation
research and innovation of serious gaming through its                     Notwithstanding its potential, the serious game landscape is
Horizon 2020 Programme and its predecessors. The support                  highly fragmented. Relevant research groups are scattered
from the EC is grounded in the ambition of making Europe                  over a diversity of contributing disciplines, ranging from
the most competitive and dynamic knowledge-based                          computer science to psychology and cultural science, as
economy in the world, of creating of new jobs and growth                  well as different application areas: health, military,
by raising the level of investments (the Juncker plan) and of             education, cultural heritage. Likewise, the serious game
Copyright © 2019 for this paper by its authors. Use permitted under       industry is scattered over a large number of small
Creative Commons License Attribution 4.0 International (CC BY 4.0).       independent players (SME’s) and displays many features of
In: J. Arnedo-Moreno, C.S. González, A. Mora (eds.): Proceedings of the   an emerging, immature branch of business: weak
3rd International Symposium on Gamification and Games for Learning
(GamiLearn’19), Barcelona, Spain, 22-10-2019, published at http://ceur-
                                                                          interconnectedness, limited knowledge exchange, absence
ws.org                                                                    of harmonising standards, limited specialisations, limited
                                                                          division of labour and insufficient evidence of the products’
                                                                          efficacies [5]. 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 and         markets    (e.g.   schools,   business,            Provide scientific and practical evidence through
governments).                                                             real-world application cases
Inherent complexity of games                                             Create a repository for the exchange of game
Serious games are among the most complex ICTs because                     software
of their inherent dynamics requiring high degrees of user                Provide a model for sustainable exploitation
interaction, data processing and adaptation mechanisms, the      The outcomes of the project are summarized below.
high audio-visual demands (sounds, animations, videos),
and the specific pedagogical requirements to be included in      The RAGE component-based software architecture
the games’ design.                                               RAGE has prepared a component-based architecture to
                                                                 accommodate the easy integration and reuse of software in
Comparison with triple A leisure games                           the wide diversity of development platforms, target
In many cases serious games are typically “low budget, low       platforms and programming languages that are being used
tech” often referred to as being no more than “the poor          in practice [7,8]. The RAGE architecture is essentially
cousins of the computer game industry” [5]. Product quality      lightweight and does not demand substantial overheads
tends to be well below leisure games standards and the           from developers. The simple case would be the remote
products’ effectiveness for learning is often questioned [5].    communications of server-side components with centralised
Limited research-industry collaborations                         applications: these are based on a service-oriented
Although the positive impact of R&D spending on the              architecture (SOA) using the HTTP-protocol (e.g. REST),
industry’s competitiveness and innovation power is beyond        which offers platform-independence and interoperability
dispute, the small SME’s often lack the resources to invest      among heterogeneous technologies. Web services offer
in R&D. Moreover, there are some fundamental                     several advantages such as decoupling from implementation
differences, if not barriers, between game research and the      details and a high degree of reusability of services, but may
game industry with respect to time horizon (typically years      also affect system performance due to frequent network
versus months or even weeks), finance (government funded         calls and they impede off-line gaming. Client-side
versus commercial operation), and overall attitude               components, which all need to be integrated into client-
(fundamental versus pragmatic).                                  machine applications (viz. game engines), bypass these
                                                                 problems, but they are more sensible to system
Technological diversity
                                                                 incompatibilities. Regarding the client-side, the RAGE
Progress is hampered by the wide variety of programming
                                                                 component architecture overcomes many of potential
languages, game development systems and delivery
                                                                 incompatibilities as it avoids dependencies of external
platforms that game studios have in use, all of which go         software frameworks by not relying on game application
with specific technical constraints and incompatibilities that
                                                                 code. Instead, it uses a limited set of well-established
pose severe barriers to growth.
                                                                 software patterns (Bridge, Singleton, Publish/Subscribe)
High development costs                                           and coding practices aimed at decoupling abstraction from
Serious games require high upfront investments. This is          its implementation. This decoupling facilitates reusability
partly due to the complexity of games. It can likewise be        of a component across different game engines and other
attributed to a lack of knowledge exchange in the networks,      client environments with minimal integration effort. The
leaving single parties to frequently re-invent the wheel,        architecture was validated for multiple programming
which is inefficient as such. For large take-up in the market,   languages (C#, C++, Java, JavaScript) and many proof
development costs and time-to-market should go down,             cases have been established with real games [7,8].
which could be procured by enhanced knowledge exchange
                                                                 Reusable software components
and the reuse of software for game development.
                                                                 The research parties in RAGE have created a diverse set of
CONTRIBUTIONS TO THE FIELD                                       game components, all of which offer pedagogically-
In 2015, the EC decided to fund the RAGE project to              oriented functionality to be used or integrated in serious
address these problems. The RAGE consortium was                  games. They provide unique, enabling technologies for
composed of 19 partners from 10 European countries,              game developers empowering them and their studios to
including game studios, game researchers, educators and          create better games at lower costs and in less time. As game
business innovators. The overall budget of 9 million Euro        components should extend rather than restrict the creative
signifies the urgency and significance of the problems           space of developers, the components work under the hood
identified. The main assignments to the RAGE consortium          only: they do not directly address the game’s user-interface,
were:                                                            thus respecting any look and feel deemed appropriate for
                                                                 the game. The set of components include software for
        Reduce interoperability issues between different
                                                                 massive learning analytics (tracker, storage, authentication
         technical platforms
                                                                 and analytics fully decoupled from e.g. Google), affective
        Provide cutting-edge game technology examples           tools (e.g. arousal detection, emotion detection, motivation
         that can be easily reused                               assessment), adaptation and balancing tools (based on e.g.
game difficulty, competences,s, motivation),
                                motivation) modelling tools              nity Asset Store, the Unreal Engine marketplace and
                                                                   the Unity
for believable Non-Playing
                    Playing Characters (e.g. dynamic mood                                    place, which are all driven by
                                                                   the Cry Engine marketplace,
modelling, appraisal modelling), procedural animation of           commercial game platform vvendors. The existing stores do
non-verbal
     verbal behaviours, a social gamification suite (enabling                fically focus on serious games: most objects are
                                                                   not specifically
multi-player
       player features, e.g. tournaments, teams, group             media objects (e.g. terrains, audio, buildings, weapons,
challenges, award systems), competence-based
                              competence          adaptation,      user-interface objects, and templates) rather than software
dialogue builder and reasoned software,
                                  software natural language        objects, and they readily lead to vendor vendor lock-in,
processing (topic mining, sentiment analysis, essay grading,       because the scarce game software objects can only be used
summary evaluation, comprehension  nsion prediction, text-to-
                                                      text         in the vendor’s game platform. In contrast, the
speech vice versa, lipsync) and many other functions. So           gamecomponents.eu portal is domain-driven
                                                                                                    domain          instead of
far, all these components use the Apache 2.0 license (white        platform-driven: it has a clear focus on serious games,
label software), which allows for reuse by third parties both      which are no longer positioned as a by-product of leisure
for commercial and non-commercial
                         commercial purposes, either under         games, and its software offerings can be used across
open source or closed source conditions. To promote the            multiple development platforms.
adoption and reuse of the software products exposed, they
                                                                   At the core of the gamecomponents.eu portal is a digital
have all been enriched with user guides, instructional
                                                                   repository of software objects and associated
                                                                                                       as          knowledge
materials, demonstrators and proof cases.
                                                                               ]. Figure 1 shows a screenshot of the software
                                                                   resources [6].
Component usage in real-world
                        world games                                catalogue page.
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
   errogation 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 ed training, and on the
other hand, to substantiate the practicability of component
                                                   component-
based game development [1]. With respect to the latterlatter, an
extensive assessment was carried out of the usability and
practicability of the available components as well as tthe
RAGE architectural elements among developers.developers The
developers
  evelopers are generally positive about the components and
the architecture and claim that these help them to do a            Fig. 1. A screenshot of the software catalogue at the marketplace
                                                                   portal (gamecomponents.eu).
better job in less time. The costs/      s/benefits ratios of
components are highly favourable: while  hile all components,
including their design, development and empirical                  The look and feel of the porta
                                                                                             portal largely complies to what is
validation, are based on extensive long-term
                                          long         research         mon at existing marketplaces
                                                                   common                marketplaces, while offering various
(multiple years), the integration of a component in a game         search and filter options. Providers of game software can
is merely a matter of days or even hours. A case-based
                                                    case           use the submission tools to specify the relevant metadata
costs-benefits analysis
                nalysis has confirmed the impact of reusing        and to upload the associated software and artefacts such as
software components, reporting costs/benefits
                                       /benefits ratios up to 1    manuals, tutorials, videos, demos, design documents,
over 100 (a succinct version of the costs-benefits
                                       costs           analysis    testimonials, training courses, empirical proof cases, etc.
can                 be                found                   at   The software can either be uploaded as a separate zip
https://www.gamecomponents.eu/page/case
               amecomponents.eu/page/case-studies).                archive or included as a reference to an external archive
                                                                                            ). Integration with social media
                                                                   (e.g., Github, Bitbucket).
The Marketplace Portal                                              latforms such as Mendeley and Slideshare allow for easy
                                                                   platforms
RAGE contributes to the objective of an innovation                 import of existing resources [6]. [    Also, the portal is
ecosystem       by    its    community     platform      at                              commerce suite, which allows parties
                                                                   supported by a full e-commerce
gamecomponents.eu, that offers centralised
                                 centrali   access to the          to sell and buy artefacts. It allows parties to go beyond
collection of reusable game software components. It differs        current free and open source offerings, and expose
substantially from existing gaming marketplaces, such as           proprietary materials requiring licence fees and service
costs. It helps to transform the marketplace into a true        Successful future exploitation of the marketplace may truly
trading place.                                                  advance synergy and coherence in the domain of serious
                                                                gaming.
After its launch in the course of 2018, the number of
monthly visits to the portal gradually grew to over 8000 in     ACKNOWLEDGMENTS
January 2019. By then, the number of direct downloads           This research was partially funded by the European Union’s
from the portal was 40 per month. Additional downloads          Horizon 2020 research and innovation programme under
from existing software management portals such as Github        grant agreement No 644187, the RAGE project
or Bitbucket are not included.                                  (www.rageproject.eu).
DISCUSSION                                                      REFERENCES
With its gamecomponents.eu portal and the initial                1. Christina Steiner; Kerstin Gaisbachgrabner, Alexander
collection of reusable game software, the RAGE project has          Nussbaumer, Jana Mertens, Matthias Hemmje, Rob J.
created a starting point for establishing a serious gaming          Nadolski, Wim Westera, Barbara Bazzanella, Milena
                                                                    Casagrande, Andrea Molinari, Sarah Humphreys, Samuel
innovation ecosystem. However, solely the launch of a
                                                                    Mascarenhas, Manuel Guimarães, Rui Prada, and Pedro A.
portal, even if it exposes high quality technologies and
                                                                    Santos. 2018. D8.4 – Second RAGE Evaluation Report, 114
resources, does not make an innovation ecosystem. The               p. RAGE project. Retrieved May 13, 2019 from
ecosystem would essentially be a social system that links           https://research.ou.nl/en/publications/d84-second-rage-
together diverse stakeholders across the value chain:               evaluation-report RAGE project, 2018.
individuals from universities, industries, education and         2. Deborah J. Jackson. 2011. What is an Innovation Ecosystem.
government, using the portal as a vehicle. A key question           National Science Foundation, Arlington VA, 1-11. Retrieved
will be to what extent the portal will be embraced by               May             13,        2019          from         http://erc-
serious gaming stakeholders, either from academia or from           assoc.org/sites/default/files/topics/policy_studies/.
the industry, to benefit from the opportunities for                 DJackson_Innovation%20Ecosystem_03-15-11.pdf
collaboration and the exchange of knowledge and                  3. EC. 2012. Facing the challenge: The Lisbon strategy for
                                                                    growth and employment. Report from the High Level Group
resources. Evidently, the portal will need to grow in terms
                                                                    chaired by Wim Kok. European Communities, Brussels.
of contents and in terms of users. A steady influx of new
                                                                    2004. Retrieved May 13, 2019 from https://ec.europa.eu/.
software components, tools and resources is deemed               4. EC. 2010. Europe 2020, A strategy for smart, sustainable and
essential, along with a growing number of users and                 inclusive growth. European Commission, Brussels. Retrieved
associated application cases demonstrating the successful           May 13, 2019 from https://ec.europa.eu/.
deployment of component-based serious games.                     5. James Stewart, Lizzy Bleumers, Anissa All, Ilse Mariën,
To preserve the results of the RAGE project after its recent        Dana Schurmans, Jan Van Looy, An Jacobs, Koen Willaert,
ending, parties have established the RAGE Foundation as             Frederik De Grove, Gianluca Misuraca, and Clara Centeno.
the legal entity acting as the custodian of the RAGE legacy.        2013. The Potential of Digital Games for Empowerment and
Currently, the RAGE Foundation has been focussing on the            Social Inclusion of Groups at Risk of Social and Economic
following priorities. First, the Foundation will arrange and        Exclusion: Evidence and Opportunity for Policy. Joint
participate in stakeholder events to enthuse and encourage          Research Centre, European Commission. Retrieved May 13,
the various target groups. This should help to establish            2019                                                        from
further growth both on the supply side of game software             http://is.jrc.ec.europa.eu/pages/EAP/eInclusion/documents/D
and on the demand side. Second, the Foundation will                 GEID1MainReportFINALforweb.pdf
elaborate the details of the hybrid multi-sided business         6. Munir Salman, Michael Fuchs, Wilhelm Buechner, Binh Vu,
model that has been devised for sustainable exploitation of         Holger Brocks, H., Jana Becker, Dominic Heutelbeck, and
                                                                    Matthias Hemmje. 2016. Integrating Scientific Publication
the portal. Based on extensive stakeholder consultations,
                                                                    into an Applied Gaming Ecosystem. GSTF Journal on
this model was selected as the best option, providing the
                                                                    Computing (JoC), 5, 1, 45-51.
flexibility and ability to eventually accommodate multiple
                                                                    http://dx.doi.org/10.5176/2251-3043_4.4.352
revenue streams, such as subscription fees, e-commerce           7. Paul Hollins, Rubén Riestra, Dai Griffiths, Li Yuan, Pedro
services, and premium services, and to adapt quickly to             Santos, and Jana Becker. 2015. Potential business models
changing market conditions in the fluid and fractured               report, RAGE-project. Retrieved May 13, 2019 from
serious gaming development landscape [7]. Third, the                http://hdl.handle.net/1820/7500.
Foundation is actively engaged in exploring opportunities        8. Wim van der Vegt, Enkhbold Nyamsuren, and Wim Westera.
for funding and financing. As a first success the Foundation        2016. RAGE Reusable Game Software Components and
together with the Dutch Gaming Association (DGA) has                Their Integration into Serious Game Engines. In: Kapitsaki
launched              a            gaming            fieldlab       G.M., Santana de Almeida, E. (Eds.) Bridging with Social-
(https://dutchgamesassociation.nl/service/dga-gaming-               Awareness, Proceedings of the 15th International Conference
fieldlab/) that provides funding to public-private research         ICSR 2016, Limassol, Cyprus, June 5-7, 2016, LNCS, vol.
collaborations targeting reusable game software.                    9679, pp. 165-180. Springer, Heidelberg (2016).
9. Wim van der Vegt, Wim Westera, Enkhbold Nyamsuren,
   Atanas Georgiev, and Ivan Martínez Ortiz. 2016. RAGE
   Architecture for Reusable Serious Gaming Technology
   Components. International Journal of Computer Games
   Technology,       Article   ID    5680526, 10   pages.
   http://dx.doi.org/10.1155/2016/5680526.