Professional Documents
Culture Documents
Inlife Ecosystem: Creating Serious Games With Iot Features
Inlife Ecosystem: Creating Serious Games With Iot Features
Abstract— Amid the most recent years, gamification has gotten Certainly, there has been a significant increase in activity
expanding consideration focusing on an assortment of within the research community but also within the enterprise
individuals including children, students, youngsters and sectors, with a wide number of companies starting to emerge
employers. Likewise, great advances have been also seen in the in Serious Game market. Indicatively, the serious games
Internet-of-Things (IoT) triggering various researchers’ industry was valued at slightly more than $2.5 billion in
interest. In this paper, the core integration architecture of the 2015, and is expected to more than double, reaching almost
InLife ecosystem that combines IoT with Serious Games is $5.5 billion by 2020 [4]. However, any company targeting
presented, as well as the user portal that can be used from the development of non-leisure games faces significant
third-party developers to create their own Serious Games.
practical and pedagogical challenges. The most critical issue
Specifically, the proposed platform focuses on an innovative
gamification framework targeting both typical as well as
is that the modular tools currently available to the gaming
special education and social inclusion activities based on
industry are almost exclusively based around leisure-based
Serious Games. The core concept leverages on the potential of gaming and do not support, or cannot be easily integrated,
the IoT paradigm to link closely actions, decisions and events into educational contexts. Simultaneously, tailoring Serious
happening in real-life with in-game educational progress and Games to specific learning objectives poses a challenge for
modern gaming technologies. This bridge strengthens the educators, as existing Serious Games generally do not allow
infusion of gamification into non-leisure contexts, boosting at easy adaptation of the content to the educators’ own
the same time the creation of new educational methodologies as purposes.
well as new business opportunities. In the proposed ecosystem, the focus is to facilitate the
integration of real-world information into the game world
Keywords-Gamification; Serious Games; Internet – of - and validate how this approach helps towards creating
Things; sensors; platform immersive, pervasive Serious Games that can have a
significant impact in their intended educational character
I. INTRODUCTION efficacy. This is examined on the basis of the implementation
of a gamification platform and the accompanied
Games are changing the way people learn, helping them
development of Serious Games, in which users can progress
think differently, and stimulating new ways in which people
by completing specific tasks in real life, such as switching
of all ages can use their minds. From empirical studies,
off a light when leaving a room or cooperate with other
Serious Games have proved to be effective in changing user
persons in simple actions, granted monitoring infrastructure
behaviour models in real life [1]. Research is showing that
by sensory devices implementing the Internet-of-Things
games constitute a more interactive and participatory way to
(IoT) paradigm. InLife ecosystem defines a hierarchical,
enable people of all ages better understand almost anything –
multidisciplinary design approach (Fig. 1), bringing together
from a history lesson to the dramatic change a flood can have
research and applied expertise from several scientific fields,
on a specific community. They are increasingly used whether
including gamification, pedagogical and sociological
in formal education or at home, and also for vocational
approaches, multimedia, computer graphics, human
training. One can use a “virtual world” as a safe environment
computer interaction for providing a comprehensive
to try out certain behaviour and train repeatively that
pervasive gamification development and integration
behaviour until the best approach to reach a certain objective
environment.
has been learned. Simulation Serious Games have been
The goal of the proposed ecosystem is to demonstrate a
widely used in many different fields, even in military or
novel, event-driven serious gamification framework for
medical environments in order to train the behaviour of
educational and social inclusion purposes, which directly
learners in specific situations [2].
links in-game progress and user experience to real-life
The realisation of the potential benefits of serious gaming
actions and decisions, detectable through an IoT
when used as educational tools in a sound pedagogical or
infrastructure. The central novelty of the emergent concept is
social inclusion framework has recently started to be
that serious gaming will be directly associated to the real
appreciated by the traditional computer gaming industry,
world. The real-life actions will be detected by processing
now eager to branch out into new market segments [3].
300
reward level. The effectiveness of such games has been keeping the communication between all the
proven [9] in the domain of industrial and military role- components secure using OAuth2 [13] tokens
playing training games, and they have recently made their exchange.
way into the educational domain. The success of serious x User profile database: This component is responsible
games in education is based on some fundamental and for storing users’ profile data by extending the basic
inherent characteristics they possess; they are well- user's data set provided by the A2 component.
structured, highly motivational, they have a well-defined set Specifically, the A2 user's data set will be extended to
of rules that are accepted by all participants etc. Of course, allow users, once logged in toward the A2 single sign
one of the most important aspects of serious games is the on component, to fill or update their profile, providing
gameplay, which is what keeps the players interested in it. It a set of personal data such as the avatar thumbnail or
should therefore be able to adapt to each participant’s other personal data that will compose the personal
interest and time they spent playing the game, providing the profile.
necessary rewards, just as a traditional game would do. The x Game configuration engine: This component represents
importance of game design is further analysed below. the core of the game backend logic. It allows InLife
Behaviour modification, also known as applied behaviour game developers to create a configuration file that,
analysis (ABA), refers to empirically derived techniques once uploaded to the Game Configuration Engine
designed to influence the occurrence or frequency of certain system, will automatically generate a web configuration
behaviours. The research of behaviour modification dates console for game designers and educators to let them
back to 1911, when E. Thorndike frequently mentioned personalize the game mechanics, objectives, levels of
“modifying behaviour” in his article Provisional Laws of difficulty and scope of the game play. The work of
Acquired Behaviour. Since 1940s and 1950s, J. Wolpe [10] game developers and educators is split into a game
had adopted this term to describe psychotherapeutic configuration pipeline (see picture below) where each
techniques derived from empirical research. Common actor of the InLife games creation need to access and
methods used in behaviour modification include increasing work on it at different times.
the adaptive behaviour through reinforcement, and x Learning Analytics: This component represents another
decreasing the maladaptive one through techniques such as example of reuse and exploitation of a module
extinction, punishment or satiation, with emphasis on developed within the context of the EU H2020 RAGE
reinforcement measures. Project [14] aimed to collect, analyze and visualize data
In contrast to behaviour modification that imposes or obtained from in-games and real-life activities within
removes stimuli to affect a behavioural change, gamification the InLife ecosystem, with purposes such as revealing
attempts to achieve the same result by creating an players' progress and how they actually act and learn
entertaining and engaging experience using the elements of a while playing games and at the same time providing all
game or contest [11]. this information to educators and stakeholders.
According to [12], gamification has four major elements x IoT component: This component is responsible to
that significantly increase its acceptance: increase of user integrate the IoT paradigm into the InLife framework.
satisfaction, conveyance of optimism, facilitation of social The IoT component aims to deliver a flexible and
interaction and provision of meaning. In this way, compared scalable data and resource management framework
to traditional behaviour modification methods (such as guaranteeing consistency, security, and reliability in the
punishment), gamification relates behavioural or habit development of gaming-driven, smart IoT applications.
change to positive emotional feedback. InLife ecosystem In InLife, the IoT component is implemented as a cloud
exploits gamification as a “technology” which aims to create solution, where the sensing devices expose application-
entertaining experiences while accomplishing serious agnostic elementary functionality and the application
personal, social, or business goals. Gamification usually logic is entirely deployed in the cloud environment.
includes game elements such as leader board, rankings and Leveraging on the provided services, it is possible for a
points system, to create entertaining and engaging serious game hosted and/or developed by the InLife
experiences. In addition, InLife ecosystem uses advanced platform to merge versatile application logic into its
artificial intelligence algorithms based on ant-colony game play and mechanics on top of the conditions and
optimization in order to adjust the players’ rewards based on players’ actions taking place in the physical
their actions. environment.
III. SYSTEM ARCHITECTURE x Incentive server component: This component is
responsible of computing rewards for players in order
Fig. 3 displays a high-level diagram of the architecture, to incentivize them to meet the Educator’s training
containing all the components described in the sections that goals. It uses intensive machine learning techniques and
follow. This diagram also depicts the actual deployment artificial intelligence (AI) principles in order to choose
approach of the components. the best reward to incentivize the players. An
x A2 - Authorization and authentication component: This Educator’s goal could be as an example that players
component plays a key role in the whole infrastructure, have an energy consumption responsible behavior. The
since it represents the single sign on module that Educator will more precisely explain how to reach this
provides to the users a unique login experience while
301
Figure 3. InLife ecosystem Open Architecture.
302
the user will have access to all its contents, purchases made,
content uploaded, etc.
303
V. CONCLUSION exclusion: evidence and opportunity for policy,” European
Commission, Joint Research Centre, Institute for prospective
To summarize, the present paper presented the work Technological Studies, 2013.
conducted within the InLife project, which focuses on taking [4] Rohan, “Serious Game Market worth $5,448.82 Million by 2020,” In
advantage of IoT technology and combine it with Serious MarketsAndMarkets, Available online:
Games. The core architecture was presented, as well as a http://www.marketsandmarkets.com/PressReleases/serious-game.asp
(accessed April 2018).
user portal used by developers and educators. The realization
of the InLife vision will ultimately pave the way for the [5] J. Mineraud, O. Mazhelis, X. Su, and S. Tarkoma, “A gap analysis of
Internet-of-Things platforms,” In Computer Communications, vol. 89,
proliferation of new innovative IoT-based serious games, pp. 5-16, 2016.
created also by third parties, featuring enhanced gameplays [6] ZigBee Alliance, Available online: http://www.zigbee.org/ (accessed
and educational efficacy, thus establishing new market April 2018).
opportunities for involved stakeholders. [7] Bluetooth Low Energy, Available online:
https://www.bluetooth.com/what-is-bluetoothtechnology/ bluetooth-
technology-basics/low-energy (accessed April 2018).
ACKNOWLEDGMENT [8] C. Abt, “Serious Games,” New York: The Viking Press, 1970.
This work has been perfomed under the H2020 732184 [9] P. Pivec, “Game-based learning or game-based teaching?,” In
project InLife, which has received funding from the Technical report, BECTA UK, 2009.
European Community’s Horizon 2020 Programme. This [10] J. Wolpe, “Psychotherapy by reciprocal inhibition,” In Integratice
Physiological and Behavioral Science, vol. 3(4), pp. 234-240, 1968.
paper reflects only the authors’ view, and the Community is
[11] M. Petkov, and G.E. Rogers, “Using Gaming to Motivate Today's
not liable to any use that may be made of the information Technology-Dependent Students,” In Journal of STEM Teacher
contained therein. Education, vol. 48(1), pp. 7-12, 2011.
[12] I. Blohm, and J.M. Leimeister, “Design of IT-based enhancing
services for motivational support and behavioral change,” In Business
REFERENCES & Information Systems Engineering, pp. 275-278, 2013.
[1] R. Z. Enciso, “Simulation games a learning tool,” In Proceedings of [13] Oauth2, Available online: https://oauth.net/2/ (Accessed May 2018).
International Simulation and Gaming Assoc. Conf., pp 1-13, 2001. [14] RAGE EU project, Available online: http://rageproject.eu/ (Accessed
[2] D. Schmorrow and D. Nicholson, “Advances in Cross-Cultural May 2018)
Decision Making,” CRC Press, 2010, pp. 77-86.
[3] J. Stewart, et. al., “The potential of digital games for empowerment
and social inclusion of groups at risk of social and economic
304