Future Access Enablers for Ubiquitous and Intelligent Infrastructures. 4th EAI International Conference, FABULOUS 2019, Sofia, Bulgaria, March 28-29, 2019, Proceedings

Research Article

Game and Multisensory Driven Ecosystem to an Active Lifestyle

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  • @INPROCEEDINGS{10.1007/978-3-030-23976-3_5,
        author={Aristodemos Pnevmatikakis and Harm Akker and Sofoklis Kyriazakos and Andrew Pomazanskyi and Albena Mihovska},
        title={Game and Multisensory Driven Ecosystem to an Active Lifestyle},
        proceedings={Future Access Enablers for Ubiquitous and Intelligent Infrastructures. 4th EAI International Conference, FABULOUS 2019, Sofia, Bulgaria, March 28-29, 2019, Proceedings},
        proceedings_a={FABULOUS},
        year={2019},
        month={9},
        keywords={Interactive games Health and social inequities Active lifestyle},
        doi={10.1007/978-3-030-23976-3_5}
    }
    
  • Aristodemos Pnevmatikakis
    Harm Akker
    Sofoklis Kyriazakos
    Andrew Pomazanskyi
    Albena Mihovska
    Year: 2019
    Game and Multisensory Driven Ecosystem to an Active Lifestyle
    FABULOUS
    Springer
    DOI: 10.1007/978-3-030-23976-3_5
Aristodemos Pnevmatikakis1,*, Harm Akker,*, Sofoklis Kyriazakos2,*, Andrew Pomazanskyi3,*, Albena Mihovska2,*
  • 1: Athens Information Technology
  • 2: Aarhus University
  • 3: Nuromedia GmbH
*Contact email: apne@ait.gr, H.opdenAkker@rrd.nl, sofoklis@btech.au.dk, andrew.pomazanskyi@mgt.nuromedia.com, amihovska@btech.au.dk

Abstract

The trends in healthcare are continuously evolving towards a virtually rich personalized experience that involves human-to-human (H2H), human-to-machine (H2M) and machine-to-machine (M2M) interactions. This article proposes a platform that fosters an ecosystem of games and applies them to real-life situations to motivate an active lifestyle in elderly and health-impacted adults. The platform facilitates behavioral change through numerous games and applications that contribute to active living by introducing awards that can be earned upon reaching goals and can be redeemed in other applications of the GOAL ecosystem. The platform consists of core functionalities (account management, virtual reward system and activity recognition); tools for social inclusion (the social marketplace) and tools for healthy behavior (the goal setting service and the motivational agent). Multisensory technology has been proposed as means to enhance the evaluation on the achieved degree of user motivation. The platform applications are interactive games functioning as GOAL Coin Generators and/or Spenders.