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Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents


Final version of the game

Final version of the game is going to be available for public supporting all the functionalities

Tailored and Recommendation Services

Prototype of the personalisation & recommendation Services.

Offline data analytics methods

Deployment of a set of components capable to extract relevant patterns out of the individual collected data.

Data collection, cleaning and fusion services

This deliverable will integrate a set of wearable sensors with the gaming platform, and also the deployment of data collection, cleaning and fusion methods to be used by the following tasks and also tasks from WP5.

Report Data anonymization, data authorisation and ethical requirements

This report contains the Ethics approvals for all data collection phases and will document how data authorisation and data anonymization issues were handled throughout the project.

Open ecosystem integration report

Report on interoperability, reusability of components and integration of SmartLife components into open ecosystems

Reports Iterative prototyping

This report will contain the user feedback and recommendations based on early prototypes, needed for fine-tuning to better match user needs and preferences, and ensure the motivational appeal of the product among our target group.

Report effectiveness evaluation

This report contains the evidence collected among users during an experiment whether the product achieves health benefits and achieves superior results compared to existing exergames.

Report on behavioural objectives and determinants of physical activity and sedentary behaviour among adolescents

This report will give an overview of behavioural objectives and of individual and environmental factors that need to be taken into account when aiming to change physical activity and sedentary behaviour. Moreover, attention will be given to how these may differ for at-risk groups. This part is also important to know which environmental and contextual factors influence behaviour, that we may wish to include as contextual information in the exergame.

Market Watch and Analysis

An analysis of market trends and current state of business ecosystem.

Detailed game design document

A gamee design document will outline gameplay scenarios and elements, graphic design elements and user interface design

Industrial and Professional Dissemination Report

Dissemination report will compile the project website design and all dissemination activities carried out during the project. This will include conferences, exhibitions, publications, etc. both professional and industrial.

SmartLife Technical Architecture

Report that will include the conceptual and non-technical specification of the platform.

Report Acceptability and feasibility test

This report contains the acceptability and feasibility of the first version of the developed product. It furthermore provides results on whether the in-game exercises yielded sufficient energy expenditure. These findings will provide an opportunity to the product developers to tweak the final product where needed.

Design recommendations from target users

This report will give an overview of the needs and preferences elicited from the target users in what they find important in an exergame linked to a smart textile, with specific attention to the needs of adolescents in lower socio-economic status families and adolescent girls.

Content for tailored feedback and game recommendations

This report will provide the basis for tailored feedback to the user and suggested changes in gameplay to better adapt to their needs, such as features that move up or slow down the pace, different game activities. This will be based on theory and evidence relating to what is recommended and feasible on physical activity and sedentary behaviour changes.

SmartLife Technical Requirements

A complete analysis of the system and functional requirements for the platform. This report will also include a schema of the data sources that will be collected.

Final Report on Exploitation and IPR Management

Report on exploitation achievement made over the project’s runtime including report on measures taken to protect partners’ IP.

Collaboration Report

Collaboration report will reflect the clustering and cross dissemination activities performed during the project with other EU projects, initiatives and stakeholders.

Report on methods to change energy-related behaviour and health risk

This report will consist of two parts. A first part will contain a theory- and evidence-based description of physical exercises that can be performed to increase moderate-to-vigorous physical activity in a gaming context. This list will also be validated via field testing in WP6. A second part will contain an overview of theory- and evidence-based methods that are needed to change sedentary behaviour and physical activity, and how these fit within the motivational context needed for a game.

Dissemination Materials

This deliverable will include all materials made for disseminating the project at conferences, meetings, events, demo sessions, etc. These materials will be flyer, brochure, posters, roll-ups, etc.

SmartLife Website

Project website where all information related to the project dissemination and public deliverables will be published. SmartLife website will have an attractive design with a focus on what adolescents like to catch their attention.

Demo session Report II

This report will include a summary of the activities carried out during the second demo session and the conclusions obtained.

Demo session Report I

This report will include a summary of the activities carried out during the first demo session and the conclusions obtained.

Data Management Plan

Includes the status of the project’s reflection on data management.


Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case

Author(s): Ayla Schwarz, Ann DeSmet, Greet Cardon, Sebastien Chastin, Ruben Costa, António Grilo, Josue Ferri, Jorge Domenech, Jeroen Stragier
Published in: International Journal of Environmental Research and Public Health, 15/5, 2018, Page(s) 835, ISSN 1660-4601
Publisher: MDPI
DOI: 10.3390/ijerph15050835

SmartLife smart clothing gamification to promote energy-related behaviours among adolescents

Author(s): Ruben Costa, Pedro Oliveira, Antonio Grilo, Ayla Schwarz, Greet Cardon, Ann DeSmet, Josue Ferri, Jorge Domenech, Andrew Pomazanskyi
Published in: 2017 International Conference on Engineering, Technology and Innovation (ICE/ITMC), 2017, Page(s) 1489-1495, ISBN 978-1-5386-0774-9
Publisher: IEEE
DOI: 10.1109/ice.2017.8280058

SmartLife – Exergames and Smart Textiles to Promote Energy-Related Behaviours Among Adolescents

Author(s): Jorge Doménech, Josué Ferri, Ruben Costa, Pedro Oliveira, Antonio Grilo, Greet Cardon, Ann DeSmet, Ayla Schwarz, Jeroen Stragier, Andrew Pomazanskyi, Jevgenijs Danilins
Published in: Serious Games - 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings, 11243, 2018, Page(s) 288-293, ISBN 978-3-030-02761-2
Publisher: Springer International Publishing
DOI: 10.1007/978-3-030-02762-9_31

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