The established (digital) leisure game industry is historically one dominated by large international hardware
vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of
development studios, distributors and retailers. New modes of digital distribution and development practice are
challenging this business model and the leisure games industry landscape is one experiencing rapid change. The
established (digital) leisure games industry, at least anecdotally, appears reluctant to participate actively in the
applied games sector (Stewart et al., 2013). There are a number of potential explanations as to why this may
indeed be the case including ; A concentration on large-scale consolidation of their (proprietary) platforms,
content, entertainment brand and credibility which arguably could be weakened by association with the
conflicting notion of purposefulness (in applied games) in market niches without clear business models or
quantifiable returns on investment.
In contrast, the applied games industry exhibits the characteristics of an emerging, immature industry namely:
weak interconnectedness, limited knowledge exchange, an absence of harmonising standards, limited
specialisations, limited division of labour and arguably insufficient evidence of the products efficacies (Stewart et
al., 2013; Garcia Sanchez, 2013) and could, arguably, be characterised as a dysfunctional market. To test these
assertions the Realising an Applied Gaming Ecosystem (RAGE) project will develop a number of self contained
gaming assets to be actively employed in the creation of a number of applied games to be implemented and
evaluated as regional pilots across a variety of European educational, training and vocational contexts.
RAGE is a European Commission Horizon 2020 project with twenty (pan European) partners from industry,
research and education with the aim of developing, transforming and enriching advanced technologies from the
leisure games industry into self-contained gaming assets (i.e. solutions showing economic value potential) that
could support a variety of stakeholders including teachers, students, and, significantly, game studios interested in
developing applied games. RAGE will provide these assets together with a large quantity of high-quality
knowledge resources through a self-sustainable Ecosystem, a social space that connects research, the gaming
industries, intermediaries, education providers, policy makers and end-users in order to stimulate the
development and application of applied games in educational, training and vocational contexts.
The authors identify barriers (real and perceived) and opportunities facing stakeholders in engaging, exploring
new emergent business models ,developing, establishing and sustaining an applied gaming eco system in Europe