The key idea is to let people play the different games they enjoy truly as an individual in such a way that they are part of an integrated social interaction. Among others, elderly are able to play their favorite brain training game (e.g., Sudoku) while joining forces with their younger peers that go out for a physical activity (e.g., walking, running, aerobics). According to age and activity type, players receive points on the leaderboards that they have subscribed to. Team members support each other to compete against other teams on global leaderboards. At the same time, local leaderboards facilitate some competition within a team.
Supported activity types:
1) Upon individual player consent, GameBus fetches data from existing sports apps such as Strava, Endomondo, Runkeeper, etc.
2) Additionally, sessions from cognitive games such as "Red Cherry", "Catch Fruit" and a variety of puzzles from http://www.griddlers.net/opengriddlers/ are synchronized automatically.
3) Finally, social selfies, face to face meetings, and other activity types can be registered manually from within the GameBus app.
Game players stimulate each other in order to achieve team goals, which favors their health directly. Implicitly, the game sessions will also counter social isolation and unconsciously vulnerable elderly will be monitored against cognitive decline too. Furthermore, GameBus generates rich, integrated data sets (related to cognitive, physical, and social activities) with big commercial and scientific potential. GameBus is intellectual property of Eindhoven University of Technology (TUE) and brought to the market by http://synergetics.nl, aiming at fair and ethical value exchange of all personal data.
http://is.ieis.tue.nl/research/hc/gamebus/Terms.pdf and http://is.ieis.tue.nl/research/hc/gamebus/Terms.txt.
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