GABLE - GAmification for a Better LifE
Julián Cristiano, Mohammad Rahmani, Kjetil Helland, Domènec Puig
2017
Abstract
This paper presents the European H2020 project GAmification for a Better Life - GABLE1. The project aims at the development of a web platform for the creation of exergames and non-exergames for patients with cerebral palsy (CP). Game development process takes under consideration the motor and cognitive constraints of people with CP. The input device used to interact with the games is a balance board. The design of the games and their features are being performed in real testing scenarios within a co-creation process under the supervision of experts in rehabilitation of CP. The focus of the games in this platform is on social inclusion, by means of improving the physical activity of CP patients and through the use of multiplayer technologies.
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in Harvard Style
Cristiano J., Rahmani M., Helland K. and Puig D. (2017). GABLE - GAmification for a Better LifE.In OPPORTUNITIES AND CHALLENGES for European Projects - Volume 1: EPS Portugal 2017/2018, ISBN 978-989-758-361-2, pages 124-132. DOI: 10.5220/0008862401240132
in Bibtex Style
@conference{eps portugal 2017/201817,
author={Julián Cristiano and Mohammad Rahmani and Kjetil Helland and Domènec Puig},
title={GABLE - GAmification for a Better LifE},
booktitle={OPPORTUNITIES AND CHALLENGES for European Projects - Volume 1: EPS Portugal 2017/2018,},
year={2017},
pages={124-132},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0008862401240132},
isbn={978-989-758-361-2},
}
in EndNote Style
TY - CONF
JO - OPPORTUNITIES AND CHALLENGES for European Projects - Volume 1: EPS Portugal 2017/2018,
TI - GABLE - GAmification for a Better LifE
SN - 978-989-758-361-2
AU - Cristiano J.
AU - Rahmani M.
AU - Helland K.
AU - Puig D.
PY - 2017
SP - 124
EP - 132
DO - 10.5220/0008862401240132