94 results on '"Hollins, Paul"'
Search Results
2. The RAGE Software Portal: Toward a Serious Game Technologies Marketplace
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Westera, Wim, Fernandez-Manjon, Baltasar, Prada, Rui, Star, Kam, Molinari, Andrea, Heutelbeck, Dominic, Hollins, Paul, Riestra, Rubén, Stefanov, Krassen, Kluijfhout, Eric, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Gentile, Manuel, editor, Allegra, Mario, editor, and Söbke, Heinrich, editor
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- 2019
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3. Collaborative Virtual Gaming Worlds in Higher Education
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Whitton, Nicola and Hollins, Paul
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There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context.
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- 2008
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4. The Application of Games to Engage Citizens in Climate Change Policy Development
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Hollins, Paul, primary
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- 2023
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5. Harnessing the Power of Gaming to Influence Policies Addressing Climate Change.
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Hollins, Paul, Watson, Paul, Garg, Anchal, Ower, Jude, Schoor, Joost, Griffiths, David, Kieslinger, Barbara, Koller, Katharina, and Yau, Jane
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CLIMATE change ,EMPIRICAL research ,MIXED methods research ,SOCIAL participation ,EDUCATIONAL games - Abstract
In this paper, the authors present the findings of an empirical case study examining the efficacy of the Games Realising Effective & Affective Transformation (GREAT) Case Study design process. The process is underpinned by an established Mixed Methodological Research (MMR) framework for eliciting the preferences of gamers and determining their priorities in climate change policies. Funded by the Horizon Europe programme, the GREAT Project examines the impact and affordances of games for social engagement. The project explores the innovative potential of games as new forms of dialogue between citizens and policy stakeholders. The games are used as tools for players to express their preferences and actively shape policy issues. We present the first case study on this approach, which is one of ten to be undertaken with various partners over the next two years to test and validate the methodology, investigate its potential, and present findings. In partnership with the popular PC & Console game Smite, by the Hi Rez, game development studio. The study involved stakeholders' participation in the co-creation of research questions, designed to influence the prioritisation of future climate policies. The activity was embedded the Smite game playing community via the Playmob platform in January 2024 and engaged over four thousand active players with a completed response rate of 58 %. Quantitative analysis of the data collected during this period will be presented by the authors. In summary, the engagement in and completion rates of the activity were high, validating the initial GREAT project approach. The methodological approach and the substantive data sets produced are of interest to any organisation considering engaging diverse groups active in gaming communities in the political process, including NGOs and policymakers. The project and methodology applied is at the core of this paper. [ABSTRACT FROM AUTHOR]
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- 2024
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6. The RAGE Software Asset Model and Metadata Model
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Georgiev, A., Grigorov, A., Bontchev, B., Boytchev, P., Stefanov, K., Bahreini, K., Nyamsuren, E., van der Vegt, W., Westera, W., Prada, R., Hollins, Paul, Moreno, Pablo, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Marsh, Tim, editor, Ma, Minhua, editor, Oliveira, Manuel Fradinho, editor, Baalsrud Hauge, Jannicke, editor, and Göbel, Stefan, editor
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- 2016
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7. What Serious Game Studios Want from ICT Research: Identifying Developers’ Needs
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Saveski, Grigorij Ljubin, Westera, Wim, Yuan, Li, Hollins, Paul, Manjón, Baltasar Fernández, Ger, Pablo Moreno, Stefanov, Krassen, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, De Gloria, Alessandro, editor, and Veltkamp, Remco, editor
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- 2016
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8. Season of the Witch: The Book of Goth, Cathi Unsworth (2023)
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Hollins, Paul, primary
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- 2023
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9. You Are Beautiful and You Are Alone: The Biography of Nico, Jennifer Otter Bickerdike (2022)
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Hollins, Paul, primary
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- 2023
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10. Revolutionary Spirit: A Post-Punk Exorcism: The Teardrop Explodes, Care, The Wild Swans, and Beyond, Paul Simpson (2023).
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Hollins, Paul
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SWANS , *REVOLUTIONARIES , *PUNK culture , *EXORCISM - Abstract
Review of: Revolutionary Spirit: A Post-Punk Exorcism: The Teardrop Explodes, Care, The Wild Swans, and Beyond, Paul Simpson (2023) London: Jawbone, 296 pp., ISBN 978-1-91103-683-8, p/bk, £16.95 [ABSTRACT FROM AUTHOR]
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- 2024
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11. From the Games Industry: Ten Lessons for Game-Based Learning
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Hollins, Paul and Whitton, Nicola
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This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses on ten key points in which the authors feel from experience in both commercial game development and education that parallels are drawn between the entertainment and educational games development processes.
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- 2011
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12. The Application of Games to Engage Citizens in Climate Change Policy Development.
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Hollins, Paul, Ashby, Louise, Iwendi, Celestine, McGhee, Patrick, Ower, Jude, Drachsler, Hendrik, Burgos, Daniel, Griffiths, Dai, Kieslinger, Barbara, Egenfeldt, Simon, and Zachariou, Aravella
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CLIMATE change ,ARTIFICIAL intelligence ,DIGITAL technology ,MACHINE learning ,GAMIFICATION - Abstract
This paper introduces the Games Realising Effective and Affective Transformation (GREAT) research and Innovation project. The project will examine the emerging ways Applied Games could be used to facilitate the social engagement of European citizens in determining future policy priorities and policy interventions to the existential challenge of climate change. This full paper is a provides detail of the work in progress but moreover provides a a conceptual analysis of the methodologies applied to this emerging domain of study. The project is funded by the EU Horizon programme with UK Associate partners funded through UKRI and coordinated by the DIPF, Leibniz Institute for Research and Information in Education, Frankfurt and involves seven partners located across Europe, Serious Games Interactive (SGI) Denmark, Centre for Social Innovation (ZSI) Austria, International University of Rioja (UNIR) Spain, Frederick University, Cyprus, Playmob and The University of Bolton (UoB) as UK associate partners. The project incorporates collaborative design and citizen science methods and brings together researchers with expertise in the areas of games, data analytics, and policy development. This integrated investigation will be articulated by case studies of the use of games in facilitating dialogue between citizens and policy stakeholders including policy makers, policy implementers, political parties, campaigning organisations and affected citizens. This will be achieved by leveraging the central role of games in contemporary culture by combining academic studies with practical experimentation of novel applications of games. The context for the research is the global challenge of climate emergency, and each case study incorporates a research cycle addressing a policy issue and research questions, using multiple pilots to generate both quantitative and qualitative and data to further inform research activity. [ABSTRACT FROM AUTHOR]
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- 2023
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13. Deindustrialisation and Popular Music: Punk and ‘Post-Punk’ in Manchester, Düsseldorf, Torino and Tampere, Giacomo Bottà (2020)
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Hollins, Paul, primary
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- 2022
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14. Philosopher, magician and musical scientist Lee ‘Scratch’ Perry (Rainford Hugh Perry)
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Hollins, Paul, primary
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- 2022
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15. The RAGE Software Asset Model and Metadata Model
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Georgiev, A., primary, Grigorov, A., additional, Bontchev, B., additional, Boytchev, P., additional, Stefanov, K., additional, Bahreini, K., additional, Nyamsuren, E., additional, van der Vegt, W., additional, Westera, W., additional, Prada, R., additional, Hollins, Paul, additional, and Moreno, Pablo, additional
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- 2016
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16. A Recommendation System Based on AI for Storing Block Data in the Electronic Health Repository
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Mani, Vinodhini, primary, Kavitha, C., additional, Band, Shahab S., additional, Mosavi, Amir, additional, Hollins, Paul, additional, and Palanisamy, Selvashankar, additional
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- 2022
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17. STAKEHOLDER PERSPECTIVES ON A EUROPEAN UNION SUPPORTED PROJECT FOR APPLIED GAME DESIGN
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Cowley, Paul, primary, Hollins, Paul, additional, and Hyams-Ssekasi, Denis, additional
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- 2020
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18. Sex Pistols: The End is Near, 25.12.77, Kevin Cummins (2020)
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Hollins, Paul, primary
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- 2020
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19. D9.4 – Launch plan for the RAGE ecosystem authority:RAGE – WP9 – D9.4
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Riestra, Ruben, Perna, Ana María, Guaylupo, Sabina, Lucas, Cristina, Hollins, Paul, Hemmje, Matthias, and Westera, Wim
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RAGE foundation ,launch plan ,RAGE - Abstract
This document provides guidance for launching and performing the initial operations of the RAGE Foundation (RF), legally established in October 2018 to serve as the RAGE Ecosystem Authority. The document contains the proposal of lines of actions and specific activities to be undertaken by the RF to pursue its mission and, more specifically, to implement the successive stages of the RAGE Exploitation Plan. These proposals are to be discussed and agreed upon by the RF Board in its intial meetings, to be implemented as soon as it becomes feasible along the 2019-2021 period. This full document has been discussed and approved in the final RAGE consortium meeting in Amsterdam, January 29, 2019. Given the nature and aims of this document, its priority 1 readers are the full members of the RF and especially its Board and Executive Committee.
- Published
- 2019
20. Book Reviews
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Grimes, Matt, primary, Murphy, Michael Mary, additional, Hollins, Paul, additional, and Stewart, Francis, additional
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- 2019
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21. D7.5 - Processes in to Proposed Business Model Report
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Hollins, Paul, Molinari, Andrea, Westera, Wim, Riestra, Ruben, Heutelbeck, Dominic, Santos, Pedro A., and Yuan, Li
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business model ,exploitation ,RAGE - Abstract
The focus of this deliverable in conjunction with parallel activities highlighted in D9.6, the Exploitation Plan, is the development of a sustainable, viable ecosystem with emphasis and focus on the long-term sustainability of the platform, community and project outputs beyond the current project funding ending in early 2019. The purpose of this deliverable is to provide detailed feedback, analysis and a summary of the rationale in support of the recommendation to adopt the hybrid product solution and matchmaking business model as previously identified as a candidate model presented (In deliverable D7.3) for the RAGE Ecosystem. The model will enhance the likelihood of the long-term sustainability of the RAGE product and service outcomes beyond the lifecycle of the current EU funding model.
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- 2018
22. D9.6 – Exploitation Plan (version 2 of 3)
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Riestra, Ruben, Perna, Ana, Guaylupo, Sabina, Lucas, Cristina, Hollins, Paul, and Westera, Wim
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exploitation plan ,business model ,RAGE - Abstract
The Exploitation Plan supports consortium partners in defining how the RAGE Ecosystem will operate once our H2020 project ends. This version 2 of 3 builds on top of the overall design described in version 1 (Deliverable D9.5), and it is mainly devoted to: i. Describing how the different elements of the initial Business Model will be implemented, how the activities of the Ecosystem will be supported and the kind of resources and actions needed to launch and operate it within the space of the Applied Gaming industry. ii. Providing additional definitions, proposals and insights to guide discussions with the Gaming industry (in the wider sense) stakeholders and market players, aimed at refining and validating the best possible structure, the most effective operations of the Ecosystem and the critical success factors for its actual launching.
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- 2018
23. D1.2 – Asset Integration Methodology
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Hollins, Paul, Griffiths, Dai, van der Vegt, G.W., Fernández-Manjón, Baltasar, Stefanov, Krassen, Westera, W., Wilson, Scott, Martínez - Ortiz, Iván, Glass, Jared, Cooke, Jeremy, Platon, Thierry, Hemmje, Matthias, and Pomazanskyi, Andrew
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asset interoperability ,RAGE ,asset integration - Abstract
This deliverable deals with the asset integration methodology employed in the RAGE project. A considerable amount of the effort of the RAGE project has been directed towards addressing the technical challenges of asset integration and interoperability. All RAGE partners engaged in asset development adopted a pragmatic approach to integration and interoperability and where practical adopted the use of Open Standards and Specifications supported by a defined project architecture. Asset developers adopted a consistent approach to development languages. The four RAGE Game development partners each included a number of assets within their development processes and in producing the RAGE pilot Games. Their experience of the asset-based development methodology is detailed in this deliverable. Where potential gaps in the interoperability integration activity were identified, specifically in interoperability between the output of games data and Learning Management systems, the project undertook specific “proof of concept” work to address this. Where proposed activity was identified by the development community or through consultation as being problematic or as a potential barrier to adoption, for example the case of a formal nomenclature, effort was directed to more productive activity. This approach unearthed technical challenges, which were managed by the RAGE project Integration and interoperability group All issues were successfully resolved during the research and development phase of the project. Ultimately only minor integration problems occurred and these are documented within the Game development partners input into this deliverable. The RAGE project’s pragmatic approach to integration and interoperability has been very well received by those engaging with the project also serving to “cross the chasm” from both technical and philosophical perspectives and between academia and Industry. In doing so the project has achieved a number of the key primary objectives. Conceptually, from a technical perspective, the RAGE asset-based approach to Applied Game development has been validated.
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- 2018
24. D8.3 – First RAGE Evaluation Report
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Gaisbachgrabner, Kerstin, Molinari, Andrea, Bazzanella, Barbara, Nadolski, Rob, Van Lankveld, Giel, Hollins, Paul, Yuan, Li, and Dias, Joao
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validation ,game pilot ,evaluation ,game asset ,GeneralLiterature_MISCELLANEOUS ,RAGE ,game ecosystem - Abstract
This document presents the results of the RAGE evaluation and validation studies conducted so far, their methods and their outcomes. Formative and preliminary summative evaluations of the RAGE assets, the ecosystem services and processes, and empirical findings of the first round of game pilots with end-users are reported.
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- 2017
25. D7.4 - Potential business models report
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Hollins, Paul, Riestra, Ruben, Griffiths, Dai, Yuan, Li, Santos, Pedro A., and Becker, Jana
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business model ,eco-system ,RAGE - Abstract
The purpose of the deliverable is to identify and present potential business models for the Rage Eco-system. This report builds on the previous deliverables within Work-Package 7(WP7) which provided a summary of business models historically operated within the Leisure and Applied Games (D7.1) a Value chain analysis (D7.2) and an outline of the stakeholder consultation process (D7.3). The report has been developed alongside the WP8 dealing with evaluation, and WP9 dealing with the exploitation plan. The report provides descriptions of four potential business models and these are distilled to three final candidate business models for the RAGE Eco-system; the first being a multi sided matchmaking model, the second a product model and finally a hybrid model which combines a product, solutions and matchmaking model. Informed by consultation, a firm recommendation is made, together with a supporting rationale, that the RAGE Eco-system portal adopts the hybrid product, solutions and matchmaking model. In making this recommendation the report also highlights the likely requirement to develop an interim transitional model whilst the portal becomes established.
- Published
- 2017
26. Um inquérito aos agentes do sector dos Videojogos em Portugal
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Santos, Pedro A., Romeiro, Patrícia, Nunes, Flávio, Hollins, Paul, Riestra, Ruben, Universidade do Minho, and Rage project
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Políticas Públicas ,Public Policies ,Portugal ,Sector dos Videojogos ,Políticas públicas ,04:Educação de Qualidade [ODS] ,Ciências Sociais::Geografia Económica e Social ,Geografia Económica e Social [Ciências Sociais] ,Sector dos videojogos ,Inovação ,Video Game Industry ,Creative Industries - Abstract
Despite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector, there is still a knowledge deficiency in respect of its characteristics, and its contribution to urban and regional development. This paper explores the characteristics of the industry communities, location factors, types of games developed, tools used, marketing and sales channels and economic impact. This research is based on data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugal research project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability., Apesar do grande crescimento do sector dos Videojogos no contexto europeu e do crescente interesse que tem despertado, pouco se sabe sobre as suas características e o seu contributo para o desenvolvimento de novos caminhos de crescimento urbano e regional. Este trabalho explora as características do seu tecido empresarial, os fatores de localização e as redes criadas, tipos de jogos desenvolvidos, ferramentas utilizadas, canais de marketing e vendas, e impacto económico. O artigo desenvolve-se a partir de dados recolhidos em Portugal através de um inquérito respondido por 70 agentes económicos, e resulta do trabalho desenvolvido no âmbito do projeto ‘Primeiro Atlas do Sector dos Videojogos em Portugal’. O artigo conclui com uma reflexão acerca das oportunidades e desafios associados ao sector dos Videojogos, bem como do papel que as políticas públicas podem ter no suporte a novos caminhos de desenvolvimento urbano e regional relacionados com este sector de atividade., This work has been partially supported by national funds through Fundação para a Ciência e a Tecnologia (FCT) with reference UID/CEC /50021/2013 and by the EC H2020 project RAGE (Realising an Applied Gaming Eco-System); http://www.rageproject.eu/; Grant agreement No 644187.
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- 2017
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27. Preface
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Pivec, Maja, Gründler, Josef, Admiraal, Wilfried, Alemi, Minoo, All, Anissa, Almeida, Ana, Amresh, Ashish, Arnab, Sylvester, Ask, Kristine, Avouris, Nikolaos, Awwal, Nafisa, Hauge, Jannicke Baalsrud, Badau, Dana, Barata, Ana, Barendregt, Wolmet, Basaiawmoit, Rajiv, Bellotti, Francesco, Blanchfield, Peter, Borit, Melania, Boskic, Natasha, Boyle, Liz, Brady, Mairead, Bratitsis, Tharrenos, Brinch, Sara, Brom, Cyril, Brooks, Anthony, Brown, David, Brox, Ellen, Busch, Carsten, Caldeira, Carlos, Callies, Sophie, Cardoso, Tiago, Carron, Thibault, Casimir, Rommert, De Castro, António Vieira, Chang, Maiga, Charalambis, Dimitris, Charles, Darryl, Charlier, Nathalie, Chee, Yam San, Chen, Ming-Puu, Chiarello, Fabio, Connolly, Thomas, Crockett, Larry, Darwish, Tamer, Sigurdardottir, Helga, Deliyannis, Ioannis, Demirbilek, Muhammet, Sigurdardottir, Helga Dis, Duin, Heiko, Dyer, Ronald, Edgar, David, Ejsing-Duun, Stine, Escudeiro, Paula, Felicia, Patrick, Fesakis, Georgios, Figueira, Ana Paula, Fotaris, Panagiotis, Fujimoto, Toru, George, Sebastien, Georgiadis, Panagiotis, Gerodetti, Natalia, Giannakoulopoulos, Andreas, Gjedde, Lisa, Goebel, Stefan, Gomez-Martin, Pedro Pablo, Gouscos, Dimitris, Grigoriadou, Maria, Guralnick, David, Guttormsgaard, Vibeke, Habgood, Jacob, Hainey, O., Hanghoj, Thorkild, Hawlitschek, Anja, Hemben, Terseer, Hlavacs, Helmut, Hommedal, Silje Hole, Hollins, Paul, Idrus, Rozhan, Wang, Alf Inge, Ismail, Marina, Jans, Ruben, Juzeleniene, Saule, Kalavassis, Fragiskos, Kalogiannakis, Michail, Karakostas, Anastasios, Katzlinger-Felhofer, Elisabeth, Ketamo, Harri, Ketelhut, Diane Jass, Kickmeier-Rust, Michael, Kiili, Kristian, Koeppen, Veit, Kolås, Line, Kordaki, Maria, Korkut, Safak, Kourti, Evangelia, Ken, Li, Lukosch, Heide, Macleod, Hamish, Magnussen, Rikke, Majgaard, Gunver, Marchetti, Emanuela, Marques, Bertil, Marty, Jean-Charles, Marzantowicz, Lukasz, Mehm, Florian, Meimaris, Michail, Michel, Christine, Moffat, David, Montero-Fleta, Begoña, Moseley, Alexander, Mota, Dulce, Mozelius, Peter, Nadolski, Rob, Nelson, Brian, Neville, Karen, Annie W. Y., Ng, Nixon, Darren, Nocchi, Susanna, Broin, Daire O., O'Mullane, John, Skevik, Trond Olav, Øygardslia, Kristine, Panagouli, Dimitra, Papagiannakis, George, Papakonstantinou, George, Papastergiou, Marina, Peachey, Paul, Peirce, Neil, Perez-Sabater, Carmen, Pfeiffer, Alexander, Pimenidis, Elias, Piramuthu, Selwyn, Plohn, Trygve, Popescu, Maria-Magdalena, Poskiene, Audrone, Poylymenakou, Angeliki, Reis, Rosa, Retalis, Simos, Rito, Pedro, Rogers, Gregory, Rossiou, Eleni, Roussou, Maria, Rugelj, Joze, Salajan, Florin, Santorineos, Manthos, Sardone, Nancy, Schneider, Etienne, Shabalina, Olga, Shah, Samir, Siepermann, Markus, Sillaots, Martin, Silseth, Kennet, Sim, Gavin, Sime, Julie-Ann, Skoumpourdi, Chrysanthi, Soebke, Heinrich, Stansfield, Mark, Steinicke, Martin, Stewart, Ian, Tang, Stephen, Thomas, Andre, Tomos, Florica, Trivedi, Uday, Tsiatsos, Thrasyvoulos, Tunstall, Richard, Vahed, Anisa, Vallance, Michael, Van Eck, Richard, Van Oostendorp, Herre, Van Rosmalen, Peter, Vaz De Carvalho, Carlos, Verhagen, Harko, Voulgari, Iro, Weitz, Charlotte Lærke, Wendel, Viktor, Westera, Wim, Westin, Thomas, Whitton, Nicola, Williams, Dorothy, Wilson, Amanda, Wilson, Andrew, Wong, Yoke Seng, Zaharias, Panagiotis, and Zorina, Aljona
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Human-Computer Interaction ,Computer Networks and Communications ,Artificial Intelligence ,Control and Systems Engineering ,Software ,Computer Graphics and Computer-Aided Design ,3304 - Published
- 2017
28. The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development
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Georgiev, Atanas, Grigorov, Alexander, Bontchev, Boyan, Boytchev, Pavel, Stefanov, Krassen, Westera, W., Prada, Rui, Hollins, Paul, Moreno, Pablo, Bottino, Rosa, Jeuring, Johan, Veltkamp, Remco C., RS-Theme Applied Gaming and Simulation, Rage project, Department FEEEL, and RS-Research Line Fostering Effective, Efficient and Enjoyable Learning (FEEEL) (part of WO program)
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taxonomy tools ,serious games ,asset development ,applied games ,asset repository ,metadata editor ,RAGE ,Software assets ,reuse - Abstract
This paper describes the structural architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technologies (RAGE software assets) for applied game development. These software assets are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository allows applied game developers and studios to search for software assets for inclusion in applied games. The repository is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. The RAGE repository provides storage space for assets and their artefacts. It will be embedded in a social platform for networking among asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including advanced game technology assets.
- Published
- 2016
29. The video game industry in Portugal
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Santos, Pedro A., Romeiro, Patrícia, Nunes, Flávio, Hollins, Paul, Riestra, Ruben, Silva, Frutuoso, Santos, Pedro, and Rage project
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Public Policies ,Portugal ,Video Game Industry ,Creative Industries ,RAGE - Abstract
Despite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector (e.g. from the European Commission), there is still a knowledge deficiency in respect of its characteristics and regional impact. By mapping the most relevant active agents participating in this economic activity in Portugal, this paper explores the characteristics the industry communities, types of games developed, tools used, marketing and sales channels and economic impact. This research is based on data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugal research project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability.
- Published
- 2016
30. D2.1 - First bundle of server-side components
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Freire, Manuel, Nussbaumer, Alexander, Dascalu, Mihai, Hollins, Paul, and Krassen, Stefanov
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component ,server-side ,applied game ,user data ,serious game ,asset ,RAGE - Abstract
This document describes the first bundle of core WP2 (user data analytics) serverside components, including their specifications, usecases, and working prototypes. Included assets contain a description of their current status, and links to their full designs and downloadable versions.
- Published
- 2016
31. D1.4 – First version applied gaming asset methodology
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Boytchev, Pavel, Griffiths, Dai, Hollins, Paul, Fernandez Magnon, Baltasar, Martinez Ortiz, Ivan, Westera, Wim, Krassen, Stefanov, Van der Vegt, Wim, Nyamsuren, Enkhbold, Moreno Ger, Pablo, Freire, Manuel, Georgiev, Atanas, and Grigorov, Alexander
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software management methodology ,software asset creation ,software creation infrastructure ,software creation methodology ,software management infrastructure ,RAGE - Abstract
This deliverable (D1.4) is an intermediate document, expressly included to inform the first project review about RAGE’s methodology of software asset creation and management. The final version of the methodology description (D1.1) will be delivered in Month 29. The document explains how the RAGE project defines, develops, distributes and maintains a series of applied gaming software assets that it aims to make available. It describes a high-level methodology and infrastructure that are needed to support the work in the project as well as after the project has ended.
- Published
- 2016
32. D7.3 - Summary Report RAGE Stakeholder Consultation Process
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Hollins, Paul, Griffiths, Dai, Riestra, Ruben, Humphreys, Sarah, and Lepoivre, Olivier
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applied games ,market ,deliverable ,RAGE ,stakeholders - Abstract
This report presents a summary of the RAGE Stakeholder consultation methodology, process, instruments and activities, which inform parallel work packages in the RAGE project; specifically workpackage 8 (responsible for development of the evaluation framework) and workpackage 9 (concerned with exploitation and sustainability).
- Published
- 2016
33. D7.2 - Summary report of Value Chain analysis
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Hollins, Paul, Riestra, Ruben, Hernandez, Monica, Becker, Jana, and Santos, Pedro A.
- Subjects
serious games ,applied games ,value chain ,RAGE - Abstract
The results presented in this deliverable depict relevant aspects of the EU based Applied Game industry and its competitive landscape. This preliminary overview of the primary target market for the RAGE ecosystem identifies some of the key issues to be further investigated by the RAGE WP7 team through stakeholders/market consultations commencing in year 2 of the project. These findings will form as an integral part of the baseline needed to formulate a sustainable exploitation strategy for the RAGE assets and ecosystem.
- Published
- 2016
34. D8.1 - RAGE Evaluation Framework and Guidelines
- Author
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Steiner, Christina, Nussbaumer, Alexander, Kluijfhout, Eric, Nadolski, Rob, Bazzanella, Barbara, Mscarenhas, Samuel, Moreno Ger, Pablo, Dascalu, Mihai, Trausan-Matu, Stefan, Becker, Jana, Yuan, Li, and Hollins, Paul
- Subjects
Evaluation ,RAGE - Abstract
This document presents the RAGE evaluation methodology. It provides the framework and accompanying guidelines for the evaluation and validation of the quality and effectiveness of the project outputs. Formative and summative evaluations of the different RAGE technologies and their underlying methodologies – the assets, the Ecosystem, and the applied games – will be carried out on the basis of this common framework.
- Published
- 2016
35. D7.1 - Summary Report of Business Models
- Author
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Hollins, Paul, Yuan, Li, Santos, Pedro A., Becker, Jana, and Riestra, Ruben
- Subjects
serious games ,applied games ,business model ,RAGE - Abstract
This report provides a comparative analysis of the existing and emergent Business models currently employed in the Entertainment digital game industry (referred to in this report as the Leisure industry) and the “serious”, or in the context of the RAGE project and this report, the Applied Games industry. In conjunction with the accompanying WP 7.2 report providing a value chain analysis this report will inform the development of a business mode or models for the proposed RAGE ecosystem.
- Published
- 2016
36. The Watercooler Game
- Author
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Hollins, Paul, Humphreys, Sarah, Sleightholme, Gareth, Kickmeier-Rust, Michael, and PHSG - Institut Professionsforschung & Kompetenzentwicklung
- Abstract
Paper presented at the 11th European Conference on Games-based Learning (ECGBL), October 5 – 6, 2017, Graz
- Published
- 2016
37. The RAGE Game Software Components Repository for Supporting Applied Game Development
- Author
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Stefanov, Krassen, primary, Georgiev, Atanas, additional, Grigorov, Alexander, additional, Bontchev, Boyan, additional, Boytchev, Pavel, additional, Westera, Wim, additional, Prada, Rui, additional, Hollins, Paul, additional, Moreno, Pablo, additional, Nyamsuren, Enkhbold, additional, and Bahreini, Kiavash, additional
- Published
- 2017
- Full Text
- View/download PDF
38. Amplifying applied game development and uptake
- Author
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Hollins, Paul, Westera, W., Manero, Borja, Munkvold, Robin, Kolas, Line, RS-Theme Applied Gaming and Simulation, Rage project, and Department FEEEL
- Subjects
ecosystem ,serious games ,applied games ,ComputingMilieux_PERSONALCOMPUTING ,game assets ,gamification - Abstract
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.
- Published
- 2015
39. Evaluation of Serious Games: A Holistic Approach
- Author
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Steiner, Christina, Hollins, Paul, Kluijfhout, E., Dascalu, Mihai, Albert, Dietrich, Westera, W., Nussbaumer, Alexander, Gómez Chova, L., López Martínez, A., Candel Torres, I., RS-Theme Applied Gaming and Simulation, Rage project, and Department FEEEL
- Subjects
serious games ,evaluation ,learning effectiveness ,game development ,empirical evidence - Abstract
Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this potential, meaningful quality and impact measurements are indispensible. Although there is a growing body of evidence on the efficacy of games for learning, evaluation is often poorly designed, incomplete, biased, if not entirely absent. Well-designed evaluations demonstrating the educational effect as well as the return on investment of serious games may foster broader adoption by educational institutions and training providers, and support the development of the serious game industry. The European project RAGE introduces a comprehensive and multi-perspective framework for serious game evaluation, which is presented in this paper.
- Published
- 2015
40. Reflecting on Yesterday, Understanding Today, Planning for Tomorrow
- Author
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Kelly, Brian and Hollins, Paul
- Abstract
The JISC Observatory provides horizon-scanning of technological developments which may be of relevant for the UK’s higher and further education sectors.The JISC Observatory team has developed systematic processes for the scanning, sense-making and synthesis activities for the work. This paper summarises the JISC Observatory work and related activities carried out by the authors. The paper outlines how the processes can be applied in a local context to ensure that institutions are able to gather evidence in a systematic way and understand and address the limitations of evidence-gathering processes. The paper describes use of open processes for interpreting the evidence and suggests possible implications of the horizon-scanning activities for policy-making and informing operational practices.The paper concludes by encouraging take-up of open approaches in gathering and interpretation of evidence used to inform policy-making in an institutional context.
- Published
- 2013
41. The "Water Cooler" Game.
- Author
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Hollins, Paul, Humphreys, Sarah, Li Yuan, Sleightholme, Gareth, and Kickmeier-Rust, Michael
- Subjects
VIDEO games in education ,BRITISH education system ,EMPLOYMENT of students ,DIGITAL technology ,GAMES industry - Abstract
Much has been written about the theoretical potential of digital games to transform teaching and learning and to offer new forms of digital assessment, yet the education system in the United Kingdom (UK) is arguably still focused exclusively on the assessment and reward of individual effort and achievement. This can be at odds with the requirements of twenty-first century working environments and in the requirements for developing the personal employability characteristics of students. Engaging students in authentic collaborative project work that requires sophisticated and coordinated communication can present real challenges. Employers are demanding, as prerequisite, that graduates have highly developed communication and collaborative team working skills for opportunities in the digital industries such as Games Design, however Games Design students are often quite isolated in their personal industry related practice, working methods and their online lifestyles and lack the "soft skills" which would enable them to work successfully within a team. In this paper, the authors elaborate on how Hull School of Art and Design has attempted to address this problem through the implementation of an Applied Game, the "Watercooler Game", for their Games Industry undergraduates. They present their reflections on the rationale behind the pedagogic approach, the decision to develop an applied game to address their pedagogic challenges and their experience of working with a commercial Games Developer in producing the game. The authors present the initial findings of their evaluation of game from a multidimensional perspective. The pedagogic approach (using applied games with a selected small cohort of students), the technical approach adopted by the developers of the game (an open source asset based approach) and the pedagogic efficacy of the game through evaluation of the learning objectives achieved by a cohort of seventy learners situated in the College's School of Art and Design. [ABSTRACT FROM AUTHOR]
- Published
- 2017
42. From the Games Industry
- Author
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Hollins, Paul, primary and Whitton, Nicola, additional
- Full Text
- View/download PDF
43. A survey of the video game industry in Portugal.
- Author
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Santos, Pedro A., Romeiro, Patrícia, Nunes, Flávio, Hollins, Paul, and Riestra, Ruben
- Subjects
VIDEO game industry ,VIDEO games - Abstract
Copyright of Revista de Ciências da Computação is the property of Universidade Aberta and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2017
44. Standards for Learning, Education and Training A Proposal for an Improved Process
- Author
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Hoel, Tore, primary and Hollins, Paul A., additional
- Published
- 2011
- Full Text
- View/download PDF
45. Learning Technology Standards Adoption Process Improvement and Output Legitimacy
- Author
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Hollins, Paul A., primary and Hoel, Tore, additional
- Published
- 2010
- Full Text
- View/download PDF
46. Virtual Worlds, Standards and Interoperability
- Author
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Livingstone, Daniel, primary and Hollins, Paul, additional
- Published
- 2010
- Full Text
- View/download PDF
47. Could European eGovernment Policy Initiatives, in Effect, be Stifling the Development of Learning Technologies?
- Author
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Hoel, Tore, primary and Hollins, Paul, additional
- Published
- 2009
- Full Text
- View/download PDF
48. Collaborative virtual gaming worlds in higher education
- Author
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Whitton, Nicola, primary and Hollins, Paul, additional
- Published
- 2008
- Full Text
- View/download PDF
49. Learning Technology Standards Adoption How to Improve Process and Product Legitimacy
- Author
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Hoel, Tore, primary and Hollins, Paul, additional
- Published
- 2008
- Full Text
- View/download PDF
50. Learning Technology Standards Development Planning for an Improved Process and Product
- Author
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Hoel, Tore, primary, Pawlowski, Jan, additional, and Hollins, Paul A., additional
- Published
- 2008
- Full Text
- View/download PDF
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