"Advancement beyond state-of-the-art on exergaming to improve energy-related behaviours:
The SmartLife project aims to expand on current state-of-the-art by designing an exergame yielding sufficient energy expenditure to enable adolescents to meet health recommendations, that is tailored by real-time energy-expenditure information, and that is engaging by exploring the possibilities of including a narrative or geographical context-information.
Advancement beyond state-of-the-art on participatory development and social inclusion:
SmartLife aims to involve end-users at every stage of the development process to increase its potential for engagement and fit with users’ needs. We are applying participatory development according to the most recent evidence available, and advance literature and evidence on this topic by describing detailed methods for participatory design of serious games, that have so far not been reported very extensively.
Advancement beyond state-of-the-art on Game Analytics:
The approach to be tackled within SmartLife, will take into account the processing capabilities of smartphones (which most of times are underestimated) by performing local processing and the complex data analytics tasks to be performed in the backend.
Advancement beyond state-of-the-art on integration of wearable sensors with games:
Game and smart textile sensor system will actuate as one single system providing adolescents players with a unique user experience which will contribute to introduce healthy habits into their life styles.
Expected results:
Wearable sensor system: The main result will be the Smart textile sensor system, which will be adapted to young people in order to create an easy to wear and comfortable system attractive to adolescent people.
SmartLife exergame: The main result will be the SmartLife exergame, including several options for exercises that provide users a choice and a possibility to tailor to user’s needs. The exergame will be mobile, include a narrative and context information, and be based on user input to increase its motivational appeal.
Participatory, evidence-based development and social inclusion: The main result will be the evidence-based and user-involved recommendations for design, including those on exercises with sufficient energy expenditure, gaming methods and features; the tailored advice and feedback; and evidence of feasibility, acceptability and superior effectiveness of the product compared to no activity or existing commercial exergames.
Game data analytics: SmartLife will introduce the concept of game data analytics techniques, including data mining, visualization, and tools in order to augment the use of analytics to make business and design decisions as well as study human behaviour.
Potential Impacts:
• Work Programme Impact
- Take up in a non-leisure context
- New innovative businesses
- Validation of open gaming technologies
- Education and training of the youth
- Faster rate of development and adoption
- Increased skills capacity
• Strategic Impact
- ""Together for Health"" strategy
- ICT use in Health and Education
- Europe 2020
• Societal Impact
- Socialisation of the youth
- Healthy communities
- Employment opportunities
- Reduced health inequalities
• Economic Impact
- ICT in Health
- Smart textile in Health
- Applied gaming in non-leisure market
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