Strongly committed to having the end-user as the focal point of research and innovation activities, the InLife consortium dedicated significant efforts in identifying appropriate scenarios, use cases and end-users' requirements to be covered by the InLife framework and drive development efforts. A modular reference architecture was fully specified based on user requirements and developed through an iterative implementation approach. The architecture comprises multiple elements, including the IoT adaptation layer, the Game Configuration and the Game Logic engines, the Game Analytics and Incentives server. Based on this framework, demo applications of two Serious Games were developed, with special attention in the key elements used to motivated and engage kids, definition and graphic design of the scenarios, objects and characters and integration with the InLife SDK and platform.
Some of the overall achievements that should be highlighted are the following:
• The design of the InLife Platform has been kept open and modular, allowing third-parties to deploy their own applications.
• The InLife SDK is extensively tested, well documented and free to use by other developers.
• The envisaged transfer of gaming technologies initially foreseen has been fully achieved, and includes assets of 3D graphics, audio and video, virtual worlds, narratives, dynamic game balancing, game challenges between players, leaderboards and exchange of assets, in-game prizes, missions and rewards, etc.
• An adaptive and patented (2 associated patents submitted) rewards system has been designed and realized, to increase user engagement and improve learning results.
• Demonstrations have been performed in 4 pilot sites, with a wide range of more than 200 users, including children, students, educators and professors, autistic kids, therapists, adults, etc.
• The two planned serious games have been significantly improved from their first release, and are readily available as smartphone/tablet applications.
• A stakeholders’ group with over 200 members has been reached.
• New game design concepts making use of the InLife Platform have been conceived.
• Numerous serious games stakeholders and potential adopters have been reached: in Italy, Spain, Greece, UK, China and other countries. Relevant discussions on business deals are maturing.
• A new online platform (inlifeplatform.eu) has been launched to facilitate the business exploitation.
Interconnected to the research and technical activities, InLife conducted a wide range of dissemination and communication activities, addressing different types of audience. This has included:
• scientific publications
• submission of patents
• training programmes (hackathons)
• workshops
• liaisons and clustering with other projects
• online instruments for developer communities (user portal, gitlab/github)
• social media communities
• analysing the use and adoption of standards within the InLife ecosystem
• reaching out to stakeholders (developer and educator communities)