Projet iGame (Horizon 2020, appel à projets 2018)
Action : Staff Exchanges
Panel : Information Science and Engineering
Statut du projet : SIGNED

This project investigates evidence based gamification techniques for eHealth and mHealth and develops a multi-dimensional intervention support architecture/platform in order to improve the efficacy of gamified eHealth products (web-based health tools and health apps). The project will develop advanced game production techniques with ready-to-use toolkits to accelerate the innovation process for eHealth and mHealth products. This will help digital industry (games, IoT and ICT) to innovate new products and services with science and technology underpinnings. It addresses fundamental issues of gamification for eHealth interventions including its development process and evaluation methods for measuring its efficacy. The outcomes of the project, manifested as gamification Toolkits, an integrated ICT Platform, and clinical assessment Methodologies as whole as a framework, will greatly accelerate the pace and scale of eHealth innovation by transforming and increasing its quality and efficiency through advanced technology tools, frameworks and methodologies. By using gamified physical activity engagement as a clinical intervention case study, the proposed framework will be evaluated and tested within patients in primary care settings, who are identified as physical inactive and at risk for their conditions due to sedentary behaviours. However, the gamification framework remains flexible and portable to other contexts of digital health interventions. The project presents two key innovation components: • An innovative collaborative R&D programme in collaboration with industry, focus on delivering solutions to address challenges in the development process of gamified eHealth products i.e. productivity and efficacy. • A strong and sustainable model of collaboration with digital industry and other relevant stakeholders fully integrated to develop the innovation capacity in SMEs in eHealth products, specifically gamified eHealth products and services.

Mots clés : gamification for health interventions, ehealth and mhealth products, digital economy

Participants :
- Universidad de Málaga (Espagne) — Partner, beneficiary, Enseignement supérieur ou secondaire, subvention : 179400.0 €
- Sensor id societa a responsabilitalimitata (Italie) — Partner, beneficiary, Organismes privés (hors enseignement), subvention : 69000.0 €
- Andalusian Health Service (Espagne) — Partner, beneficiary, Organismes publics (hors enseignement & recherche), subvention : 147200.0 €
- Bournemouth University (Royaume-Uni) — Coordinator, beneficiary, Enseignement supérieur ou secondaire, subvention : 197800.0 €
- Itware informatikai szolgaltato es kereskedelmi korlatolt felelossegu tarsasag (Hongrie) — Partner, beneficiary, Organismes privés (hors enseignement), subvention : 119600.0 €
- Promotion software gmbh (Allemagne) — Partner, beneficiary, Organismes privés (hors enseignement), subvention : 0.0 €
- Production trade and service company arthaus doo import-export skopje (Macédoine) — Partner, beneficiary, Organismes privés (hors enseignement), subvention : 124200.0 €