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RAGE: Making serious games with reusable software components

Workshop info

The workshop is organized as part of the Joint Conference on Serious Games 2018, November 7-8, 2018, Darmstadt, Germany. The conference program is here.

The workshop will be held on the second day of the conference (November 8, 2018) from 10:45AM until 12:30PM.

Organizers

The workshop is organized with the support of the RAGE H2020 flagship project on (serious) game technologies. The workshop will be led by:

Aim

The workshop entails a hands-on technical session addressing how to enrich your serious game with RAGE software components. Based on concrete examples discussed and presented in the workshop you will learn and understand how to quickly unpack, install and integrate software components in your game project.

Target participants

The workshop is primarily targeting developers from game studios as well as researchers, educators and students involved or interested in game development. Given the technical scope of the workshop, participants should have some basic knowledge of software development and/or game engines.

Preparations

The workshop will consist of a short introductory presentation and a longer hands-on session involving some coding. For the presentation, you may want to check the RAGE Portal, which is currently exposing up 40 ready-to-use game technology components. If you want to actively participate in the hands-on session then a laptop with Visual Studio is required.

Rationale

The European Commission has designated (serious) gaming as a top priority for addressing a multitude of societal issues in, e.g., education, training, and health, and in the wider scope of the “digital transformation” of society. Today, however, the serious gaming landscape is still highly fragmented, exposing a lot or reinventing the wheel. Component-based approaches and the reuse of software will support developers at creating better games easier, faster, and more cost-effectively.

Build Status Coverage Status

architecture-3-style-unified-and-updated (Fig. 1: General architecture. This project only provides the Real-time analysis box; the rest is part of the Rage Analytics platform)

This is the default analysis that gets executed for analytics traces from games. The Analytics Back-end can use any other analysis that can read from the input kafka-queue in the required format. This documentation is therefore useful both to understand the Analytics Realtime code, and to build your own analysis from scratch. For a detailed information about the data flow check out Understanding RAGE Analytics Traces Flow.

Basic requirements

Your analysis must mimic the signature of the RealTime class, by providing methods to return a suitable StormTopology as a response to a suitable config. As can be seen in Figure 1, the analysis will run within Apache Trident.

The project can be tested outside this architecture by using the built-in tests (via mvn test, assuming you have Maven correctly installed).

Analysis input

Incoming tuples will be of the form versionId, Map<String, Object>. versionIds track particular instances of games being played; for example, all students in a class could share the same versionId, but if the game were to be played later, the teacher would typically generate another versionId. Map keys are generally of the form derived by the Analytics Back-end in several steps:

Sample processed traces (with columns representing versionId, gameplayId, event, target, and response, respectively) could be the following:

23,14,preferred,menu_start,tutorial_mode
23,14,skipped,introvideo1

This example would indicate a player 14 has selected menu_start (type alternative), and skipped var introvideo1 cutscene. Also note that in the second trace, response is not set.

xAPI traces sent by games should comply with the xAPI for serious games specification.

Analysis output

The analysis will include details on how to connect to the ElasticSearch back-end. The information obtained from the analysis is stored in ElasticSearch for its use in visualizations (via Kibana). For a full understanding about the analysis output check out Storm Trident Computation.

Useful Maven goals

  • mvn clean install: run tests, check correct headers and generate realtime-jar-with-dependencies.jar file inside /target folder
  • mvn clean test: run tests checking topology output
  • mvn license:check: verify if some files miss license header. This goal is attached to the verify phase if declared in your pom.xml like above.
  • mvn license:format: add the license header when missing. If a header is existing, it is updated to the new one.
  • mvn license:remove: remove existing license header

Key notes for Implementing a RAGE Analytics Realtime Analysis

This is a list of considerations before implementing a new RAGE Analytics Realtime file.

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