Explore the words cloud of the iGame project. It provides you a very rough idea of what is the project "iGame" about.
The following table provides information about the project.
Coordinator |
BOURNEMOUTH UNIVERSITY
Organization address contact info |
Coordinator Country | United Kingdom [UK] |
Total cost | 837˙200 € |
EC max contribution | 837˙200 € (100%) |
Programme |
1. H2020-EU.1.3.3. (Stimulating innovation by means of cross-fertilisation of knowledge) |
Code Call | H2020-MSCA-RISE-2018 |
Funding Scheme | MSCA-RISE |
Starting year | 2019 |
Duration (year-month-day) | from 2019-01-01 to 2022-12-31 |
Take a look of project's partnership.
# | ||||
---|---|---|---|---|
1 | BOURNEMOUTH UNIVERSITY | UK (POOLE) | coordinator | 197˙800.00 |
2 | UNIVERSIDAD DE MALAGA | ES (MALAGA) | participant | 179˙400.00 |
3 | SERVICIO ANDALUZ DE SALUD | ES (SEVILLA) | participant | 147˙200.00 |
4 | PRODUCTION TRADE AND SERVICE COMPANY ARTHAUS DOO IMPORT-EXPORT SKOPJE | MK (SKOPJE) | participant | 124˙200.00 |
5 | ITWARE INFORMATIKAI SZOLGALTATO ES KERESKEDELMI KORLATOLT FELELOSSEGU TARSASAG | HU (BUDAPEST) | participant | 119˙600.00 |
6 | SENSOR ID SOCIETA A RESPONSABILITALIMITATA | IT (BOJANO CB) | participant | 69˙000.00 |
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.
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The information about "IGAME" are provided by the European Opendata Portal: CORDIS opendata.