This page is intended for students who are working on the GameBus project or who are interested to work on the GameBus project in the future. Below background information and possible new project directions about GameBus are given.
1. Background information GameBus
a. Vision
To read more about the vision of GameBus check out the GameBus page there you will find an explanation of the vision behind GameBus.
b. What is Gamebus
i. Activities
In order to score points you can undertake a variety of activities depending on each challenge this can range from running five kilometers to playing a game of Wordfeud or visiting elderly. For more detailed information on how to register an activity see the paragraph GameBus basic app functionalities.
ii. Challenges
In GameBus people can define challenges that their entire family can score points for and they can stimulate one another for undertaking them.
iii. Teams
Participating in challenge you do in teams, teams can consist out of friends, families, neighbours or colleagues. For more detailed information on how to join or create a team look at the related paragraph below.
c. The Gamebus consortium
When you would like to know more about the consortium and the existence of the GameBus project read the about page of this website.
d. GameBus basic app functionalities
On the manual page of this website you can get more information about the basic functionalities of the GameBus app.
e. Connected apps
It is possible to connect a number of external apps to GameBus in the overview below you can see which apps can be connected. The apps can be distributed across three groups physical, social and cognitive.
Physical: Physical activities can be monitored by devices like a Sony smart watch, Medisana, Polar, Withings and Fitbit devices. Also apps like Moves, Wahoo fitness, Ghostracer, Endomondo, Runkeeper, Strava, Smashrun, Garmin and Selfcare.
Social: TimeTogether is a social app that will unobtrusively monitor when people meet and allow you to score challenge points.
Cognitive: Cognitive apps that can be connected are Coggames and Griddlers.
For more information on how these apps can be connected see the page explaining connecting to GameBus. In the figure below a flow is shown of how the different apps related and connect to GameBus. For more information on how to connect these applications check out the Connecting to Gamebus page.
f. Earlier studies and pilot results
Since the development of GameBus several studies have been performed. For more information on the studies you can read the reports listed here:
i. Carolina Gómez Naranjo (Sept 2015)
Currently there are many apps appealing to different ages tracking our different behaviors but none of them integrate and engage the entire family to stay active in every aspect of their lives, especially the elderly. GameBus as a mobile application, searches to encourage groups of families, friends and neighbors, to join efforts and keep healthy in the physical, cognitive and social dimensions of their lives. Is a platform where everyone can participate, choose the app they are comfortable with and take care of their loved ones.
The Project focuses on delivering a mobile application to both the Dutch and the Italian markets to turn currently perceived duties regarding cognitive, physical and social activities into an enjoyable gaming experience. This particular application creates a dynamic and simple space to support the family members need to stay healthy, encouraging the family of doing activities together and informing the members about their current level of health and wellbeing.
Many families currently use different applications, objects, activities and devices to stay fit, but none of these elements provide a holistic view of the user’s state of health and include their members as part of a game/challenge to support the achievement of their goals.
My role in this project was to investigate the relationships between people, technology and wellbeing and to develop an Interface proposal and support the development of the Front and Back End of the mobile application to ensure that the user’s needs and expectations are being met. This report presents the work developed during the project. The Application development was shaped through observations, interviews with numerous stakeholders, creative workshops, prototype iterations and usability testing. GameBus will be fully available for both Android and IOS devices by the end of 2015 and will implement the design described in this report.
ii. Paul Brouwers (August2015)
Development and evaluation of fitting business models for GameBus using the BASE/X framework
This master thesis describes the result of a six-month graduation project within a team working on GameBus, a novel application created within a multi-company, multi-nationality collaboration. This report describes the exploration of different business models to be used for the commercialization of GameBus using a framework called BASE/X. This framework, forged through projects at the TU/e, focuses on service-oriented businesses. The corresponding research question states: “What are relevant BASE/X-supported business models for GameBus targeted at the Italian and Dutch markets?” To answer this question first a literature study about the competitors and potential partners of GameBus was performed along with a study into BASE/X and business models. This resulted in the creation of five business models:
- Volume license subscription for corporate customers (B2B)
- Freemium for individual users (B2C) 3. Pay per ad for corporations (B2B)
- A reverse-utility commitment model (B2C)
- Subscription for data analytics for corporations (B2B)
Following this step, interviews were conducted to investigate the strengths and weaknesses of different business models. All business models have potential, however each have their own weaknesses and threats that must be kept under control. Two quantitative models were built as a final step. Using a modeling tool Vensim a model was created to check the influence of different variables on the freemium business model. The second model was created using Excel which portrays the effects different options have on the costs of subscribing. It gives attractive options to upgrade to higher plans. These models were presented to relevant stakeholders and feedback was gathered to improve the BMs.
Finally a global strategy was presented with emphasis on creating a large user base using the 2 nd business model (B2C) and a stable income using the 1st model (B2B). The price of GameBus is set to €10 per user. A total of 2000 consumers paying for 5 users each or 27 companies buying an average of 500 licenses are required to cover the estimated costs of €100.000 due to manual labor and infrastructure costs.
iii.Arash Sharestani (BEP) (25-01-2016)
Health App Usage in an Extramural Health Care Organization: GameBus Real-Life Trial
iv. Jelle Leermakers (January 2016)
Usage of health apps in forensic mental healthcare : GameBus in a closed environment
Budgets for mental healthcare have decreased in past years and may keep decresing in coming years.The cuts already have negative impacts on the quality and quantity of provided mental healthcare.
On the other hand, in this world of increasing use of smartphones and mobile devices, it is increasingly interesting to see what opportunities this maturation of certain technologies has to offer to improve one’s (mental) health in a cost efficient way.
In this fast moving society regarding technology, and the absence of new technology for prisoners, moving to a forensic psychiatric centre and finally towards society brings difficulties for a client, especially in combination with possible psychiatric disorders.
This thesis is constructed around the use of a health improving mobile application within forensic psychiatry. The research project will be conducted at GGzE in Eindhoven, a mental healthcare institution in the service area of Eindhoven and “De Kempen”. The focus of the research project will be on “De Woenselse Poort” (DWP), which is the part of the GGzE organisation that provides the forensic psychiatric care.
The aim of the thesis is to get insight in possible influences of usage of mobile applications on stimulating healthy behaviour for clients in a forensic psychiatric setting. Healthy behaviour exists of physical, cognitive, and social activities, but also includes a reduction in drug use and addiction. The app-platform GameBus will be used as a mobile application, which connects existing health related applications.
GameBus will be tested in a forensic psychiatric setting on one residential unit. First, an appropriate configuration of GameBus will be searched to be tested in the real life situation. Next, a pre‐test will be done with the participants to assess the current state of health and wellbeing. GameBus will be used for a trial time period of six weeks and the effect of GameBus on the health and wellbeing of clients will be evaluated by a post-test.
Results indicate that the use of a mobile health application can have a positive influence on a forensic client’s health and well‐being. Especially on mental or cognitive health, the application looks promising. But also possibilities for positive effects on other health aspects and even reduce of drug lust, seem possible.
v. Maarten Kooijman (February 2016)
The potential of a mobile health rewarding app (GameBus) for people with intellectual disabilities : different scenarios
This research describes the results of a six-month graduation project within the GameBus project. GameBus is a novel app, an idea of Dr. P. M. E. Van Gorp developed within a multinationality collaboration. The app engages families and friends to stay active physically, cognitively and socially via an enjoyable personalized gaming experience. GameBus connects children, colleagues, the elderly and other family members to join physical, cognitive and social challenges, and it is unique because it crosses the boundaries of existing health apps.
The app was not designed explicitly for people with intellectual disabilities. However, some issues (e.g., social isolation, insufficient physical exercise, etc.) play a role in the care for people with intellectual disabilities, as they do in care for the elderly. Therefore, it is worthwhile to investigate if health-rewarding apps like GameBus can play a role within healthcare organizations for people with intellectual disabilities. Via this master thesis project, it has been examined which clients are eligible for GameBus and how the app might be used in the future.
The findings and experiences of clients and client supervisors with the application of GameBus are presented. Three promising use cases were found in which GameBus can play a role. GameBus is a valuable way to motivate and stimulate clients to perform physical, social, cognitive and other (e.g., domestic) activities.
vi. Willemijn Steens (expected Sept 2016)
g. Development of GameBus app over time
The GameBus app is continues in development in the figure below you can see an overview of the development that have happened so far.
h. APi information
For more information about the APi see the APi page.
i. Logo’s visuals GameBus
If you wish to use a logo of GameBus when working on a GameBus project you can download them here.
Visuals explaining the concept of GameBus can be downloaded here:
If you would like to use other visuals of us that you have come across feel free to contact us then we can see if we can help you in retrieving a high-resolution image.
j. Future research
Based on earlier research interesting opportunities for further research have appeared that can be continued. When you have an idea for your project or research that you would like to do contact us for a personal talk. For a personal talk about the possibilities contact Pieter Van Gorp at P.M.E.v.Gorp@tue.nl.