Allittleb.it goes to IGDS

Alittleb.it has been invited to IGDS, the most important italian game developer summit, this Saturday 25th October 2014 at 11:30am to present the last news from the videogames, gamification and e-Learning market.

Alain Bonati, Alittleb.it & DarkWave Games’ Marketing Manager and Gamification.it editor, will present  Skillato the most innovative e-Learning solution to train employees Talent using gamification, storytelling and social learning.
The speech will be dedicated to the e-Learning world and to our platform, showing the main features and goal, that has been already used by Allianz e Genialloyd group.

The third edition of the IGDS will be hosted at Milan Games Week! at MiCo (Milano Congressi). Entrance to MiCo are located at GATE 4 (Viale Scarampo corner Viale Colleoni).

Design meets engagement and utilty

Gamification and Data Visualization today are more than ever under the spotlight keeping high the attention and the expectation of each marketers, thanks to the ability to engage the target thought new channel and at a new level

Alittleb.it will talk about this topic at #Meetdesign introducing the tools and the dynamic that make the gamification not just a “nice to have” but a real opportunity for anyone that want and need to engage his target in a new and creative way.

#MEETDESIGN
Avanzi 20.05.14 H. 19:30

Agenda:
Gamification per designers? by Alittleb.it
Data e Information Visualization by Paolo Ciuccarelli

Where:
Tuesday 20th May @Avanzi (entrance from Upcycle – Milano Bike Café, via Ampere 59) H. 7:00pm

Destination Vodka Facebook Game

 


Project name: Destination Vodka
Category: Facebook App – Game
Client: Keglevich
Agency: Evolution People
Technologies: Flash, Ruby on Rails, Amazon Cloud
Primary Target: Keglevich’s consumers and Facebook’s users
Main Target Device: Web Browser – Facebook


Alittleb.it has developed for Keglevich the Facebook game named “Destination Vodka”.

The application reflects the dynamic and modern style of Keglevich’s Vodka communication.
Along the six carefully designed levels, users can test their skills immerging in the game thanks to his storytelling similar to a comic.

The use of Ludum technology, alittleb.it’s tool for rapid development of small Social Games, made us possible to create an application within Facebook where users have the opportunity to unlock achievements and badges, challanging other users or friends in a competition to obtain the highest score for each of the six levels.

Users can invite their friends generating a viral circle for the app, exposed to a wider audience. The use of the Ludum technology gives the ability to easily replicate the technical basis of the application, adapting it to the context in which is inserted, so it’s easy to create similar experiences for other companies interested in developing similar applications to fuel their brand awareness and optimize their in-game ADV.

big_keglevich_2

 

big_keglevich_3

 

big_keglevich_4

 

Multiscreen app for a multiscreen world

Changes emerge, from a Google’s study, about the use customers make of the devices they own. The direct effects from this study concern a new use of television and the “Cross-Platform”. Here’s some hints about the uses on new technologies related to gamification, through reprocessing data.

Google inc., has recently published a study about multi-screening, the use of a multiplicity of monitors in our life. The focus on this research is to define a profile of this new tecnique, and try to track new guidelines to report it for the final consumer.

The research took account about the fact that people spend like 4.40 hours on monitors for activities not related to work, and that the role of TV has been declining facing smartphone and tablets.

The results are interesting: every device (the research compare smartphone, tablet and PC) got a precise destination for his utilization (PC is used for work or to seek information, Tablet to play, smartphone to make connections), but it’s common to multiscreening the platforms. This can be horizontal (changing the device to complete the task) or simultaneous using a plurality of devices, for the same operation (complementary) or more tasks (multitasking).

As written above, the role of TV has changed: the media is still the first for utilization, but now is not dominating the market. In the study, the TV is used like a start point for the research we will made on other devices.

A fact that the research don’t consider is the advent of “Smart-TV”, that can connect to Internet and manage apps and interact with the world.

The cross platform presents himself like an exellent opportunity to develop Gamified applications, using the devices to expand the gamified experience to a large amount of users, and to allow a continuos relation with the customer (think about the possibility to switch from a smartphone to a tablet, without losing your progress or interrupt the application). This would allow a better retain of customer (provided you’ll have a great design) or allow for more usability experience, since the user can carry it with him.

In conclusion, Google’s research print a photo of a grounded reality, that can give us some hints to develop some app shared on multiple devices

If you would take a look on the complete research, you can download it

Alcuni ultimi articoli su di noi: L’Espresso, Ansa for Italy, Il Sole 24 Ore

Di seguito una piccola selezione degli ultimi articoli che parlano di Alittleb.it. Inutile dire che, data l’importanza delle testate giornalistiche (L’Espresso, Ansa e Il Sole 24 Ore), ne siamo molto fieri e ringraziamo di cuore i giornalisti che ci hanno contattato.

Ne siamo enormemente orgogliosi perchè questi articoli testimoniano che finalmente anche in Italia il Game-based Marketing e la Gamification cominciano a guadagnare il loro mercato ed il rispetto che meritano … e noi siamo considerati come l’azienda leader nell’offerta di tali soluzioni.

 


L’Espresso – Numero 44 anno 2012

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