InLife H2020 Project

The InLife project provides an innovative gamification framework targeting both typical as well as special education and social inclusion activities based on Serious Games. InLife’s core concept leverages on the potential of the Internet-of-Things (IoT) paradigm to directly link actions, decisions and events happening in real-life with in-game educational progress and modern gaming technologies. This bridge between the IoT/Physical and the Virtual Worlds strengthens the infusion of gamification into non-leisure contexts, boosting the creation of new educational methodologies as well as new business opportunities. The challenge InLife addresses is to effectively join the forces of gaming industries, IoT technologies and social sciences to support the development of creative and effective applications in education and for social inclusion.

Value proposition

Games are changing the way people learn, helping them think differently and stimulating new ways in which people of all ages interact with the reality. They are effective in maximizing enjoyment, engagement and learning through fun and motivation. As learning experiences, serious games can be used as powerful educational tools to facilitate student to achieve learning goals.

Distinguishable from other game-based learning initiatives, InLife games are arranged into a framework which operates in coordination with the reality (Internet of Things). This means that InLife games arrive to enhance education in different learning environments integrating real-live player’s behaviours into the game (i.e. using electrical appliances in a sustainable way). In particular, the InLife project aims at producing, testing and validating two serious games (ICEBERG and AKSION) in four European pilots, specifically for environmental education and social inclusion purposes.

Teachers, parents and educators can use InLife platform to boost the student learning process and to motivate sustainable actions with a real and rewarding effect. Though the InLife platform they can visualize the students’ performances, assign personalized tasks and monitor achievements by engaging them in thinking and acting around the everyday life.

InLife platform supports developers communities and is suited to promote active learning regarding environmental awareness, sustainable consumption, social inclusion and special education and other IoT enhanced areas.


The Project aims at:

  • Deliver an innovative, open and easy-to-use, gamification framework to facilitate transfer and take-up of gaming technologies in educational and therapeutic contexts.
    InLife offers a flexible gamification framework for serious games based on open-source, modular and reusable software components embracing key-technology enablers brought by the IoT paradigm.
  • Create synergies between the IoT and the Gamification domains
    InLife utilizes a flexible, configurable and open IoT platform, in order to establish a bidirectional, real-time communication link between its framework and users’ surrounding area (smart space). Through smart sensors, wearables, smart devices and the IoT paradigm, InLife enables instant, player-centric adjustment of game’s dynamics and challenges, based on detected events and player’s actions in real-life conditions.
  • Develop two serious games demonstrators
    InLife demonstrates the capabilities of its open framework by developing and integrating two complete serious games (AKSION and ICEBERG). The two games aim, respectively, at increasing environmental awareness and social engagement of two specific target groups. The assessment of their effectiveness will be conducted in four (4) real-life pilots.
  • Supporting positive changes in players’ behaviours through a smart gamification platform.
    InLife provides a robust monitoring platform that ensures the sustainability of desired outcomes in behavioural change.
  • Define concrete gamification business model opportunities
    InLife bridges IoT and reality-driven games by defining concrete business models and plans for exploiting project outcomes, contributing in parallel to emerging standards and roadmap initiatives.



ICCS is a research institute that supports the integration of advanced ICT technologies in real-life applications. ICCS participates as coordinator in the InLife Project, to enrich its expertise in pervasive gaming and gamifications technologies, and to increase the open nature and societal value of project outcomes.

Thales SA

Thales Research & Technology (TRT) is the international network of corporate research laboratories which aim provide a platform for innovation and knowledge. In particular it provides high-level expertice in genetic algorithms, constraints programming, path planning, multi-criteria optimisation, collaborative decision making and game theory. Thales is involved in the InLife framework definition.

Five Flames mobile

Five Flames Mobile is a company created in June 2012 whose principal activity is the development, design and consulting for corporate mobile solutions, improving its production processes, as well as R&D in  innovative technologies with a very strong mobile component.

Imaginary SRL

imaginary is one of the longest established and most respected European Serious Games companies. The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training.


Synelixis Lyseis Pliroforikis Automatismou & Tilepikoinonion Monoprosopi EPE

Synelixis is a highly innovative SME offering a complete portfolio of telecommunications, networking, security, control and automation solutions to professionals, industries, businesses and home users. Launching SynField solution, that has been already deployed in several locations around Europe, InLife provides a first-class opportunity to Synelixis to penetrate further in IoT market, by providing the means for experimenting and validating novel solutions on analytics and smart building solutions.


Ayuntamiento de Valladolid

The Ayuntamiento de Valladolid (Valladolid City Council) is a local government public entity, based in Spain, responsible for the provision and management of a number of different public services and utilities for the Municipality of Valladolid. Valladolid hosts an InLife serious game pilot.


University of Applied Sciences and Arts of Southern Switzerland

Two SUPSI departments are involved in InLife: DACD – Department of Environment Constructions and Design and DEASS – Department of Business Economics, Health and Social Care. SUPSI participate in InLife in the definition of user experience, educational and behavioral gamification models. SUPSI Laboratory of Visual Culture develops and manages the communication of InLife.

Advisory Board


ALMA PanHellenic Association of Adapted Activities

ALMA was established in 1996 as a non-profit association, organizing programs and actions for children, teenagers and adults with disabilities (autism and learning disorders), aiming at their psychological and social evolution towards their full inclusion into a society with equal opportunities.


Associazione AVAG per vivere l’autogoverno

AVAG was established in 1981 in Les Ulis to promote the implementation of projects by and for people living in the city.
The association works daily in the heart of the neighbourhoods with children and their families, teenagers and adults,
city structures, schools, leisure centres, and other associations.

ASPETE School of Pedagogical and Technological Education

ASPETE aims to promote the educational programmes of the academic departments. ASPETE is involved to improve the standard and politics that define best practices and encourage transnational cooperation.