Efficient Software Assets for Fostering Learning in Applied Games

Authors

  • Matthias Maurer Graz University of Technology, Graz, Austria
  • Alexander Nussbaumer Graz University of Technology, Graz, Austria
  • Christina Steiner Graz University of Technology, Graz, Austria
  • Wim van der Vegt Open University, Netherlands Open University, Heerlen, Netherlands
  • Rob Nadolski Open University, Netherlands Open University, Heerlen, Netherlands
  • Enkhbold Nyamsuren Open University, Netherlands Open University, Heerlen, Netherlands
  • Dietrich Albert Graz University of Technology, Graz, Austria & University of Graz, Graz, Austria

DOI:

https://doi.org/10.56198/k3k0kr64

Keywords:

Applied gaming, Learning analytics, CbKST, Motivation maintenance, Performance support, Personality adaption

Abstract

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.

Published

16-09-2025

How to Cite

Efficient Software Assets for Fostering Learning in Applied Games. (2025). Immersive Learning Research - Academic, 1(1), 170-182. https://doi.org/10.56198/k3k0kr64

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