Innovating Works

AbleGames

Financiado
Online Service of Personalised Games for People with Cerebral Palsy to Enhance t...
Online Service of Personalised Games for People with Cerebral Palsy to Enhance their Abilities and Living Adjustment Cerebral Palsy (CP) is a frequent neurological disorder (2 per 1k births). The EU has 0.7m of 17m persons with CP globally. Therapy can cost €45k/year - a huge burden on families. Playing digital games, as Europe 2020 identifies,... Cerebral Palsy (CP) is a frequent neurological disorder (2 per 1k births). The EU has 0.7m of 17m persons with CP globally. Therapy can cost €45k/year - a huge burden on families. Playing digital games, as Europe 2020 identifies, can promote health & well-being for people with such disabilities. AbleGames will be a disruptively innovative social-collaboration serious gaming platform to personalise & improve the physical therapy, peer community inclusion, quality of life & enjoyment of people with CP. There are many game platforms (e.g. Steam, Origin, Epic), but none for, or usable by, people with CP. Our platform will constantly adapt multiplayer top-quality games to each individual’s abilities to foster rehabilitation progress & social collaboration using AI technologies. The players will interact with non-immersive virtual reality scenarios using balance sensors & smart low-cost vision systems based on machine learning models. A TRL9 commercial service will be on the market within 3 years, using the innovative concepts proven in the successful GABLE H2020 serious gaming project (GA732363). Currently at TRL6, the system’s productisation will be fast-tracked to operate/demonstrate it at diverse reference clinics. HuginTech (a major provider of games on multiple platforms) will drive its commercialisation & service productisation. Based on market requirements & ongoing feedback from 7 pilot sites, the project will disseminate AbleGames to potential purchasers & users through various media & events, & validate/refine our Business Plan to deploy by domestic & institutional subscription market channels strategy. The first targeted segment is youths with CP, where the Partners have competitive advantage - based on success in that niche to address further remedial & learning gaming markets. Impact: within 5 years, 99k users, €42m accumulated income, 900% average ROI, reduce EU medical/social care costs by €150m/year & generate 60 direct & 300 indirect jobs. ver más
31/08/2022
2M€
Duración del proyecto: 24 meses Fecha Inicio: 2020-08-07
Fecha Fin: 2022-08-31

Línea de financiación: concedida

El organismo H2020 notifico la concesión del proyecto el día 2022-08-31
Línea de financiación objetivo El proyecto se financió a través de la siguiente ayuda:
Presupuesto El presupuesto total del proyecto asciende a 2M€
Líder del proyecto
Innovasjon Norge No se ha especificado una descripción o un objeto social para esta compañía.