Openfund

CORDIS · RAGE

Realising an Applied Gaming Eco-system

Code
RAGE
Programme
H2020
Call
ICT-21-2014
Status
CLOSED
Period
2015-02-01 – 2019-01-31
Total cost (whole consortium)8 999 942 €
EU contribution (whole consortium)8 999 942 €
EU contribution to Bulgarian participants487 625 €

Official data · CORDIS · synced 2026-10-17 10:16 · official record

Participants

OrganisationsRoleCountryGrant
OPEN UNIVERSITEIT NEDERLANDcoordinatorNL1 197 500 €
FTK-FORSCHUNGSINSTITUT FUR TELEKOMMUNIKATION UND KOOPERATION EVparticipantDE914 375 €
GRUPO EMPRESARIAL INMARK SAparticipantES807 625 €
INESC ID INSTITUTO DE ENGENHARIADE SISTEMAS E COMPUTADORES INVESTIGACAO E DESENVOLVIMENTO EM LISBOAparticipantPT711 875 €
UNIVERSITY OF GREATER MANCHESTERparticipantUK711 775 €
TECHNISCHE UNIVERSITAET GRAZparticipantAT696 125 €
PLAYGEN LIMITEDparticipantUK586 530 €
UNIVERSIDAD COMPLUTENSE DE MADRIDparticipantES534 020 €
SOFIA UNIVERSITY ST KLIMENT OHRIDSKIparticipantBG487 625 €
UNIVERSITEIT UTRECHTparticipantNL386 875 €
UNIVERSITATEA POLITEHNICA DIN BUCURESTIparticipantRO339 375 €
GAMEWARE EUROPE LIMITEDparticipantUK305 625 €
NUROGAMES GMBHparticipantDE285 625 €
OKKAM SRLparticipantIT233 025 €
BIP MEDIA SARLparticipantFR230 625 €
HULL COLLEGE OF FURTHER EDUCATIONparticipantUK183 332 €
GROUPE RANDSTAD FRANCEparticipantFR168 750 €
STICHTING PRAKTIJKLERENparticipantNL159 000 €
Ministerio da JusticaparticipantPT60 260 €
INSTITUTO DO EMPREGO E FORMACAO PROFISSIONALparticipantPT0 €

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.

Official data · CORDIS · synced 2026-10-17 10:16 · official record · Licence: © European Union, CC BY 4.0 (Commission reuse policy).