Projects within SEDUCE 2.0 – games, gamification, cyclotourism, and much more…

The SEDUCE 2.0 project, which aims to (a) to assess the impact of psychosocial variables and Online Sociability of senior citizens through the use of Information and Communication Technologies; and (b) contribute to the growing development of the miOne community with the participation of senior citizens, had, throughout its implementation, contributions from multiple projects of different university study cycles. The mentioned projects are presented below, along with an explanatory and/or demonstrative video.

Jizo

Resulting from the Master’s dissertation of researcher Cláudia Ortet, a gamified mobile app for senior cyclotourism was designed with the goal of fostering active and healthy aging, as well as seniors’ well-being.

Footour

The students Diogo Carvalho, Sofia Ribeiro, and João Sampaio, from the degree in New Communication Technologies, presented a geolocation-based game, which allows the discovery of new routes in Aveiro, Portugal.

VIVAZ

VIVAZ, developed by Afonso Lopes, Carlos Correia, Miguel Coutinho and Sara Ferreira, students of the New Communication Technologies degree, emerges as a gamified application for cyclotourism that promotes active aging and includes routes that favor the natural heritage of the district of Aveiro, Portugal. The app, developed with react native with data store with firebase, had the aim to establish a close relationship between the practice of physical exercise and intends to promote socialization, a way of connecting a senior public, socializing, and physical activity.

miPlay

Developed by António Charneco, Francisca Guardado, Gonçalo Santos, and Henrique Moreira, from the degree in New Communication Technologies, this project consists of a game developed around the theme of the movie “A Canção de Lisboa”. Thus, through memory games, puzzles, or word soups, it is intended to cognitively stimulate the senior citizen, and promote active and healthy aging.