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SPARX

Company

3 documents in the library are about SPARX, from writers such as European Conference on Games Based Learning (ECGBL) and Naavik. Each has a summary and key insights with the page they come from.

Documents
3
newest 4 Feb 2026

Connections

Each row is a game or company named alongside SPARX, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about SPARX

Cover of Vietnam's Mobile Dev Opportunity
Report7 pages

Vietnam's Mobile Dev Opportunity

Vietnam’s mobile game sector has evolved from a consumer-centric market into a burgeoning production hub, driven by a skilled talent pool forged through outsourcing, stringent regulatory frameworks that forced local publishing entities to emerge, and the explosive rise of mobile gaming.

  • Vietnam has emerged as a major global mobile development hub with over 35,000 game programmers and more than 300 active local publishers.
  • In 2024, five Vietnamese studios ranked among the world’s top 25 publishers, generating 2.4 billion downloads and $133 million in revenue.
  • Since 2020, the sector has experienced significant growth, marked by a 67% increase in downloads and an 82% rise in earnings.
NaavikFeb 2026
Cover of Serious Games in EDI Education: A Preliminary Discursive Literature Review
Whitepaper9 pages

Serious Games in EDI Education: A Preliminary Discursive Literature Review

This preliminary discursive literature review, authored by Thomas Hainey and colleagues, examines serious games and games-based learning as tools for teaching sensitive Equality, Diversity, and Inclusion (EDI) content in higher education.

  • Serious games are proposed as a risk-free, immersive environment for practising difficult conversations on emotionally charged Equality, Diversity, and Inclusion (EDI) topics in higher education.
  • Evidence is mixed: a randomised controlled trial by Lievense and colleagues found a significant gain in autonomy-promoting strategies but no corresponding improvement in self-efficacy.
  • Focus groups evaluating the Rainbow SPARX game found low acceptability, with only 38% of participants saying they would use it, largely because the game appeared dated.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of StaffsVerse: Building a Metaverse Campus Utilising the Unreal Editor for Fortnite
Whitepaper12 pages

StaffsVerse: Building a Metaverse Campus Utilising the Unreal Editor for Fortnite

The StaffsVerse project develops a virtual replica of Staffordshire University's campus within the Unreal Editor for Fortnite (UEFN), with the aim of easing student transition, supporting remote campus tours, and reducing barriers to access.

  • The StaffsVerse project builds a virtual replica of Staffordshire University's campus in the Unreal Editor for Fortnite (UEFN) to ease student transition, support remote campus tours, and reduce access barriers such as open-day attendance costs.
  • The team abandoned a self-hosted, peer-to-peer-averse metaverse architecture, which was costly to build and maintain, in favour of UEFN, which removes the need to build networking, distribution, user management, and source control from scratch.
  • UEFN was chosen for its free-to-play distribution across many devices, built-in networking supporting up to 100 concurrent players, and shorter development cycles.
European Conference on Games Based Learning (ECGBL)Oct 2024