Paper about the conference: eHPWAS’18 – Pervasive Wireless Applications and Services at Cyprus.


  • Koutsouris, Nikos
  • Adamopoulou, Evgenia
  • Giannakopoulou, Katerina
  • De Luca, Vanessa
  • Kosmides, Pavlos
  • Demestichas, Konstantinos

The emerging era of cloud services has already started and the concepts of Internet of Things (IoT) are ready to be introduced in the modern everyday life through the deployment of a large scope of novel applications. In this paper we present the concepts and ideas of the INLIFE project. The software produced by using the INLIFE platform can be seen as a hybrid of a typical e-health application and a typical recreational electronic game and this is one important differentiation of the INLIFE games and apps. The users play an attractive game like e.g. a strategy campaign or an MMORPG (Massively Multiplayer Online Role Playing Game) but the only way to collect the points or the resources they need in order to play, is to do something in their real life, namely “inlife”. These valuable actions, that credit points to the players, are detected in an automatic way by using IoT sensors and actuators or by retrieving information from other monitoring systems like ADL (Activities of Daily Living) data.

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InLife: a platform enabling the exploitation of IoT and gamification in healthcare