Scientific studies showed that social activities and physical activities have a significant, positive impact on the progress of dementia, a fundamental problem is motivation to perform the daily exercises. A key problem in developing knowledge about dementia and its impacting factors is the lack of assessment on the mental state and the psychophysiological dependencies as they evolve over time. However, longitudinal quantitative studies about dementia are rare. The motivation is primarily triggered from social gathering with dementia clients to jointly play with an interactive mat using internet-of-things and personalised game content. The game adjusts the requirements of home based playful training to the individual objectives of the individual user and from this involves the end user into an infinite series of dependable motivations. Since a marketing and sales company is involved as a key partner in the project, it is guaranteed that the PLAYTIME product will be introduced to the market latest after project end.
The project develops an integrated entertainment solution for care, rehab and diagnostics. PLAYTIME motivates in a playful manner to perform personalised emotion-oriented exercise units to stimulate cognitive processes, to address physical activities and foster social inclusion. The objective is to motivate dementia users to enter a positive feedback cycle of periodic training with sensors that enable diagnostics on a daily basis, and to receive recommendations on the basis of these data that propose more personalised and better suited exercises for improved training.
Expected results and impact
PLAYTIME will deliver a fully integrated pilot application which will be evaluated in field tests in Austria and The Netherlands in a 2-stage approach. The solution contains an interactive mat, a mobile app, a diagnostics toolbox, a caregiver serious game and a recommendation toolbox. With this interactive, multimodal and digital solution we follow a blue ocean strategy, which satisfies the global trends of digitisation, gamification, individualisation and demographic change at the same time in the growing market of care, rehab and diagnostics.
Partners involved in the PLAYTIME project
|JOANNEUM RESEARCH Forschungsgesellschaft mbH||R&D||Austria||www.joanneum.at|
|Bouncing Bytes Lefkopoulos KG||SME||Austria||www.bouncingbytes.at|
|Sozialverein Deutschlandsberg||End User||Austria||www.sozialverein-deutschlandsberg.at|
|Geestelijke Gezondheidszorg Eindhoven en de Kempen||End User||The Netherlands||www.ggze.nl|
|Stichting Katholieke Universiteit Brabant, Tilburg University||R&D||The Netherlands||www.tilburguniversity.edu|
|McRoberts BV.||SME||The Netherlands||www.mcroberts.nl|
- Project name: Playful Multimodal Daily training, Diagnostics and Recommendation System within a Social Network
- Website: www.aal-playtime.eu
- Coordinator: JOANNEUM RESEARCH Forschungsgesellschaft mbH
- Duration: 36 months
- Starting date: 01.04.2017
- Total budget: 1,649.027 EUR
- Public contribution: 1,117.239 EUR
Maria Fellner & Lucas Paletta
T.: +43 316 876-1637