Both GABLE (gamification for better living) and AbleGames (personalised games for cerebral palsy) are built on applying game mechanics to health and ability outcomes.
HUGINTECH AS
Norwegian SME building personalised therapeutic game services for people with cerebral palsy and motor disabilities.
Their core work
HUGINTECH AS is a Norwegian technology SME specializing in gamification and interactive digital products designed to improve quality of life, with a particular focus on people with disabilities. Their core work is building personalized game-based applications that serve therapeutic and rehabilitative purposes — turning gameplay into a structured tool for motor and cognitive development. In the AbleGames project, they led the development of an online service delivering tailored games for people with cerebral palsy to support daily living and ability enhancement. Their products sit at the intersection of accessibility technology, digital health, and game design.
What they specialise in
AbleGames, coordinated by HUGINTECH, delivers an online platform with individually adapted game content targeting people with cerebral palsy.
GABLE (2016–2019) placed HUGINTECH in a broader EU consortium exploring gamification as a lever for improving everyday life quality.
AbleGames frames games as assistive tools — covering adjustment, living, and ability enhancement — which positions HUGINTECH within the assistive tech space.
How they've shifted over time
HUGINTECH entered H2020 as a partner in a broad gamification project (GABLE, 2016–2019), where no specific disability focus is evident — the emphasis was general-purpose gamification for quality of life. By 2020, they had sharpened their niche dramatically: AbleGames shows a deliberate pivot toward therapeutic gaming for a defined clinical population (cerebral palsy), with HUGINTECH now in the coordinator seat. The direction is clear — from general gamification participant to specialized rehabilitative gaming leader.
HUGINTECH is moving toward becoming a specialist provider of clinically-oriented digital game services for neurological and motor disability populations, a niche with growing demand in digital health and assistive technology markets.
How they like to work
HUGINTECH works in small, focused consortia — their two projects collectively involved only 5 unique partners across 4 countries, suggesting tight-knit teams rather than large multi-actor networks. They have demonstrated an ability to grow from partner to coordinator, taking the lead role in their second and larger project. This pattern suggests an organization comfortable with responsibility and likely to be an engaged, hands-on collaborator rather than a peripheral participant.
HUGINTECH has worked with 5 unique partners across 4 countries — a compact European footprint consistent with their SME scale and niche focus. No dominant geographic cluster is identifiable from the data, though their Norwegian base and EU project engagement suggest a Northern/Western European orientation.
What sets them apart
HUGINTECH occupies a rare intersection: a technology SME that builds commercial-grade game products specifically for people with neuromotor disabilities, grounded in EU-funded clinical research. Unlike academic groups working on similar topics, they operate as a company with a service delivery model (AbleGames is an online service, not a prototype). For a consortium needing both technical development capability and a route-to-market for assistive gaming products, they are an unusual and valuable partner.
Highlights from their portfolio
- AbleGamesHUGINTECH's largest project (€608,252) and only coordinator role — a commercially-oriented online service for cerebral palsy that demonstrates both technical depth and go-to-market ambition.
- GABLETheir entry into H2020 as a participant in a cross-sector gamification consortium, establishing the foundational expertise that later sharpened into the disability-specific AbleGames platform.