The projects aims to improve the long-term mental 'fitness' of senior citizens through their regular playing of tailor-made package of online games/activities
According to the World Health Organization, (OMS), due to improvement in the health condition worldwide, the number of elderly is growing. One estimates that, by 2050, over 22% of the world’s population will be over 60 years old. On the other hand, a fast growing rate of chronic illnesses is recorded everywhere across the world.The ageing process is a complex one, without a direct link between the physical & mental skills, meaning that help one person needs has to be adjusted in a unique manner to his/her individual requirements.However, how can we transform the challenges that elderly are facing into opportunities for them and for the entire society, too?This is not just feasible, but also handy, with help of intelligent solutions, made available especially to those senior citizens whose social and health condition can increase their (action) independence, and by default, their quality of life. Despite the traditional concept that the use of modern technologies is very low among the population of very senior age, there is a huge volume of data acknowledging that senior persons have high capacity to absorb technologies adjusted to their needs, and that they are extremely interested in the self-management of the symptoms of chronic diseases they are ailing of. Thus, given they are receiving help and useful tools through programs dedicated and adjusted to their needs, the elderly can considerably improve their physical and mental health condition. Such a program Is [email protected]
- Total budget for [email protected]
in consortium level: 1,379,515.00 EUR (Requested national contributions: 849,184.00 EUR
- In national level: The practice is supported with resources coming from the National Research and Innovation Funds; the funding rate was 100 %.
- 1 [email protected]
- The platform will be tested with 360 end users in total, in 3 European countries.
- Clinical evaluation of the data with personalized suggestions for all the 360 end users.
- Involvement of 3 clinical research organizations/experts.
Difficulties with the development of special games: not all ideas of the clinical experts are easy to be developed.
Because of the clinical validation, the selection criteria is strict, which can cause a high drop-out rate of elderly users.
Clinical validation process.
Communication and establishing new connections to elderly care/support organisations.
Technical solutions with special needs of the elderly users.