SmartLife
Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents

Start Date: 01-01-2017

End Date: 31-12-2018


Energy-related behaviours (physical activity, sedentary behaviour) are main modifiable determinants of several non-communicable health conditions, e.g. diabetes type 2, overweight and obesity, and track into adulthood. Promoting these behaviours among youngsters can have great health and societal gains. Meeting recommended levels for these behaviours is especially low among adolescents, girls and ...
REVEAL
Realising Education through Virtual Environments and Augmented Locations

Start Date: 01-01-2017

End Date: 31-12-2018


State-of-the art Virtual Reality (VR) technologies designed for gaming offer new opportunities for social and economic benefits in their application to education. This project will pioneer the use of mainstream PlayStation VR technologies for innovative educational applications which engage world-wide audiences in the Europe’s rich historical and scientific heritage. Supported by the R&D team at...
FocusLocus
FocusLocus: ADHD management Gaming System for educational achievement and social inclusion

Start Date: 01-11-2016

End Date: 31-01-2019


Attention Deficit Hyperactivity Disorder (ADHD) affects a significant part of the population and causes considerable behavioural problems, learning limitations in the context of the formal education system and increased chances for social exclusion. Current treatment approaches induce high costs to welfare systems and individuals, while the widespread usage of stimulant medication remains a subjec...
GABLE
GAmification for a BEtter Life

Start Date: 01-11-2016

End Date: 31-10-2019


'Cerebral Palsy (CP) is a frequent neurological disorder in childhood (2 per 1,000 births). The EU has 1.3m of the 15m persons with CP globally. Participation in daily activities with other individuals and inclusion in cooperative learning paths by playing digital games can promote health & well-being with such disabilities as is identified in Europe 2020. GABLE is a highly innovative online servi...
GATES
Applying GAming TEchnologies for training professionals in Smart Farming

Start Date: 01-01-2017

End Date: 30-06-2019


'GATES will develop a serious game-based training platform, in order to train professionals across the agricultural value chain on the use of Smart Farming Technologies (SFT), thus allowing deploying its full economic and environmental potential in European agriculture.The positive impact on the adoption of Smart Farming Technologies (SFT) in crop farming has been well established for the last 10 ...
GOAL
Games Of Active Life

Start Date: 01-11-2016

End Date: 31-10-2018


'The GOAL project provides a platform that fosters an ecosystem of games and applications that helps people stay motivated to lead socially engaged, physically and cognitively active lifestyles. The platform will benefit both players and third-party game developers. Players get to play their favourite games while at the same time working on a social and active lifestyle. Where certain GOAL games o...
e-Confidence
Confidence in behaviour changes through serious games

Start Date: 01-11-2016

End Date: 31-10-2018


'Serious Games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change, but their effectiveness has been under several studies aiming to answer the question whether they are an effective instrument. The E-Confidence project aims to test a methodology that includes several models, such as the Activity Theory-based Model of Serious Games (ATMSG) for game devel...
SOCIALENERGY
A Gaming and Social Network Platform for Evolving Energy Markets’ Operation and Educating Virtual Energy Communities

Start Date: 01-01-2017

End Date: 30-06-2019


'Technology transfer of gaming assets to non-leisure contexts such as the energy efficiency sector has become the “holy grail” of today’s research and industrial efforts towards a more sustainable energy system. The main objective of SOCIALENERGY is to develop, validate and demonstrate a gaming and social network platform for educating energy consumers and virtual energy communities towards ...
ENVISAGE
ENhance VIrtual learning Spaces using Applied Gaming in Education

Start Date: 01-10-2016

End Date: 30-09-2018


Online virtual labs, i.e. virtual spaces emulating real laboratories where students can accomplish a number of learning tasks, have the potential to revolutionize the educational landscape by providing students with distance courses and curricula that otherwise would be difficult if not infeasible to be offered. The objective of ENVISAGE is to offer a solution towards optimizing the learning proce...
GamECAR
Gamification of EcoDriving Behaviours through Intelligent Management of dynamic car and driver information

Start Date: 01-01-2017

End Date: 31-12-2018


'Driving style is seen not only to become a significant cause of greenhouse gas (GHG) and other air pollutant emissions but also a critical parameter regarding road safety, with huge social & financial adverse effects. GamECAR aims to develop a highly innovative and interactive Serious Games platform that will empower and guide users to adopt an eco-friendly driving style. This will be achieved, w...