INCREASING ACTIVITY OF YOUNG PEOPLE THROUGH PROVEN BUSINESS DRIVEN INNOVATION MODEL AND GAMIFICATION
active 1 month, 2 weeks agoThe aim of the project is to decrease inactivity of young people and young adults through crosssector cooperation and gamification. Project combines expertise from gaming companies, research institutions and municipalities.
•A PLATFORM FOR RDI OF GAMING AND SPORT GROWTH
The project scales up a proven business driven innovation model aiming to increase the capacity to develop new business generated i nnovations in a cross section of the sports and games sector. In the project, the City of Jyväskylä together with the partner cities set up a compe ten ce network to strengthen business conditions in the sports and gaming sector, as well as research and innovation activities. The joint project will de vel op cooperation between cities, SMEs, and universities by creating new operations and channels based on regional strengths. The ecosystem’s vision is th at the partner cities will be internationally renowned innovation platforms in sports and gaming, where companies grow internationally and sustainably. As ecosystem cooperation, new operating models, product and services are created that strengthen the game, sports and wellness business, as well as res ear ch and innovation activities locally, nationally and internationally. The project thus strengthens the shared knowledge and co development of the project partner regions and increases their international visibility in the gaming sector.
•A MOTIVATIONAL GAME “THE HIDDEN CITY”
The project develops a motivational game, “the hidden city”, that functions as project communication tool. In the project, Psyon Games and Fennoscandic Simulation Systems (Cityspotting) together with stakeholders will develop and pilot a location based motivational game featuring e.g. sport facilities, outdoor gyms, routes and trails for outdoor activities and recreation areas. In the game, the gameplay evolves and progresses vi a a player’s location in a way that motivates movement, aiming to change behaviour in physical activity. The game features location based content and rewards, for example, players can check in to nearby business locations to receive rewards such as coupons. T he purpose is to integrate other motivational elements into the game, which at the same time increase the game’s potential for commercial continuity and scalability. Possible integrations c oul d be, for example, links
with different types of e games or wearable measurement devices such as smart watches.