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PERGAMON (PERvasive Serious GAMes suppOrted by Virtual CoachiNg)

PERGAMON (PERvasive Serious GAMes suppOrted by Virtual CoachiNg)

Partners:

  • Human Media Interaction Department of the University of Twente (NL)
  • AiSolve (UK company leader in the field of artificial intelligence systems)
  • Serious Game Institute of Coventry University, UK
  • The Dutch hospital Ziekenhuis Gelderse Vallei, at the forefront of the development and testing of digital applications for health

Programme:

Horizon 2020 ICT-18 2014 “Support the growth of ICT innovative Creative Industries SMEs”.

Objective:

Implement and test a framework to develop an innovative type of serious game, with characteristics of adaptability and pervasiveness.

Achieved results

The PERGAMON interactive digital platform is based on gamification mechanisms: the activities carried out by the user in real life can earn them points, which are then spent in the virtual environment of the game connected to the platform. The innovative features are the connection with a network of sensor devices that detect user data in real time, and the presence of personalized support in the form of a virtual coach, which provides suggestions and feedback to increase motivation and encourage users to perform activities necessary to earn points with gamification.

Expected benefits

The first experimental application of the PERGAMON platform aims at supporting of young people with diabetes, with the aim of facilitating user empowerment, so that they can take charge of their chronic condition with the greatest possible independence.
PERGAMON includes:

  • A network of sensor devices connected to the gamification platform, to unify the activities carried out in the real world with the virtual world of the game
  • A virtual coach to provide support and guidance to the patient
  • An adventure game that motivates young patients to perform routine activities in a fun setting

Duration:

2015-2016

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