GAMECITY – Nickelodeon’s social meta-game

GAMECITY is the Nickelodeon’s social meta-game, hosted into nickTV.it and connected to Facebook.

Accessing to the new GAMECITY’s section on the Nickelodeon portal NickTV.it, users will dress the part of a superhero, equipped of a super-vehicle too, called to perform continuous missions in a city populated by all the famous properties of Nickelodeon, like Spongebob, Avatar, The Penguins of Madagascar, Fairly Oddparents.

Playing to the games contained into GAMECITY, performing their missions, matching their friends, players will increase their levels, climb GAMECITY’s leaderboards and earn continuously new virtual items to customize their own avatars, new playing cards to increase their super-vehicles powers, awards and prizes to testify their progresses.

GameCity is developed with our Social Game Development Platform: LUDUM.
LUDUM: Social Games Development Platform

The Advergame’s Concept

GAMECITY is a meta-game conceived to enhance at most the NickTV.it’s brand, exploiting all Nickelodeon’s properties (like Spongebob, Avatar, The Penguins of Madagascar, Fairly Oddparents an so on).

The main GAMECITY’s marketing objectives are:Read More

GameCity at Cartoons on the Bay

GameCity logo
GameCity will be presented at the Cartoons on the Bay event, from 7 to 10 April in Rapallo, Santa Margherita and Portofino.

GameCity is the new meta-game produced by alittleb.it for Nickelodeon that will be published on nicktv.it portal. It provides a gaming experience based on a fictional city where players can create a super hero and use a vehicle to patrol the streets, visiting four different districts branded by the Nickelodeon ips: Spongebob, The Penguins of Madagascar , Avatar and The Fairly OddParents.

At Cartoons on the Bay will be available two iMac demo stations dedicated to the audience so everyone can try the game for the first time, challenging other users and beginning to unlock points, gadgets and awards.

GameCity is developed with our Social Game Development Platform: LUDUM.
LUDUM: Social Games Development Platform

LUDUM – A Platform to Quickly Develop Flash Social Games

LUDUM

  • Single engine for both social games and Intranet Social E-learning or Productivity Games
  • Quicker development process leading to faster time to market
  • Already used on several successful cases (e.g. games for MTV, Nickelodeon, Astrazeneca)
  • Statistics and Google Analytics connection
  • Asynchronous multiplayer gameplay
  • Allow work-in-progress optimization and scheduled update

  • Alittleb.it introduces its new flash social game development platform: LUDUM

    LUDUM is a flexible technology that allows us to quickly develop customizable social games and advergames.
    LUDUM joins the existing Alittleb.it & DarkWave Games’ UnderWAVE: a proprietary framework to develop 2D multiplatform games (for iOS, Android, PC, Mac & Linux).

    Read More

    Avventura da Paura – Social Web Game

    Following the big success of Camp Orange’s Social Web Games, Alittleb.it has created the social game “Avventura da Paura” (Scary Adventure – Avventura da Paura’s Social Web Game) for MTV Italy and Nickelodeon. The game is published on nicktv.it portal – http://avventuradapaura.nicktv.it/gioco.html.

    Avventura da Paura is a Nickelodeon’s Adventure Broadcast-Game  that goes on air on Nickelodeon (the Mtv’s teen channel).

    alittleb.it created the game concept, the design and the graphics, and made an hard work on writing the Flash (AS3) and PHP5 code of the Web Game Avventura da Paura.

    Avventura da Paura is at most a reskin and upgrade of Camp Orange’s Social Web Games: this was possible because of the flexibility of our Social Game Development Platform (LUDUM).
    LUDUM: Social Games Development Platform

    Alittleb.it has developed the entire website www.avventuradapaura.it, too.Read More

    Game-Design Evolution – Introduction

    This will be the first of a series of posts about the new objectives of game designers.
    Today, in fact, social-game designers have to consider revenue issues and business models since the beginning of their creative processes.


    Games are one of the main reasons why people visit Facebook. In fact, it is estimated that about 40% of users are online to play social games. This means that more than two hundred million people enjoy playing on Facebook every month, and that the top ten titles on social network can boast over twelve million users each.

    In the same way as the entertainment industry is rapidly moving toward online business models, for example cloud gaming, digital delivery and social gaming, so game designers need to adapt to this situation too. They have to develop their technical-cultural knowledge in order to link creativity with market laws, which have to be more and more aggressive and innovative; so, today, game designers have to find the perfect mix between fun factors and revenues.
    This does not imply a leveling of gameplay in favor of monetizing for its own sake: in fact, gameplay is gaining importance even more than before, because of the fierce competition and the staggering growth of the sector. However, gameplay is increasingly focused on simplicity and on the emotional stimulus rather than on actions to do or on th aesthetic depth of the ludic architecture.Read More

    The recipients and objectives of game-based business solutions

    game-based business recipients and objectives
    Game-based business solutions can take advantage of the paradigms of gamification and use the instruments of the game-based marketing (see our previous post). But which are the recipients and the objectives of these kinds of solutions?

    Recipients can be divided into two main different categories:

    • Clients (actual of potential): they are the whole market demand and they include both the actual clients and the ones that can be reached by the diffusion of the service or product, encouraged by the spreading of viral or traditional communication campaigns.
    • Employees and co-makers: they represent a very specific group and the solution is often tailored to fulfill a particular need, related to the enhancement of the productivity, the communication of the corporate culture or the testing of working skills in a simulated environment.

    Read More

    Three social gaming trends for 2011 | Gamasutra: Joost Rietveld’s Blog

    Social gaming, both expanding and diversifying the gamer population, has been maturing at rapid pace resulting in heavy consolidation, while at the same time leaving room for innovation. Drawing in part on 2010’s social gaming summit, consultancy activities in the social gaming sector and academic interests, in this article I look at three broad social gaming trends for 2011.

    Trend 1. Mobile Social Gaming

    ’2011 will see the rise of mobile social games, both on Facebook as well as on other platforms such as iOS (Apple), Android Market and HTML5.’

    Trend 2. Location Based Social Gaming

    ‘Backed by location based services, 2011 will see the rise of niche products in which cohesive communities will be served with innovative and meaningful products.’

    Trend 3. Social Advergames

    When properly executed, advergames are an extremely effective marketing tool. Disney acquired social game developer Playdom in July 2010 with the likely rationale of brand proliferation of Disney’s intellectual property rights through Playdom’s games and reach. McDonalds was one of the first and most visible to actually engage in social advergaming by taking over Farmville for a day in the form of a gigantic in game dynamic advertisement. Whereas Frima has attempted to iterate on the success of Farmville in favor of Mazda by developing Mazda’s DriverVille.
    ‘As companies have become aware of the strength of social media in 2010, 2011 will see the rise of holistic social advergames.’

    Read More: Gamasutra: Joost Rietveld’s Blog – Three social gaming trends for 2011.

    Game-based marketing instruments

    The Game-based Business Solutions use the game mechanics and dynamics of games to create solutions for enterprises. They can be reach using two instruments: gamification and game-based marketing.
    So, Game-based Business Solutions are new communication and marketing instruments (sometimes almost a new media) that allow to extremely increase the engagement and the participation of the communication target public.
    Engagement and participation, in particular, allow two main advantages:

    • to drive the active interest of users toward the massage of firms;
    • to stimulate an active behavior of users

    As we already said gamification is the implementation of gaming mechanics in non-gaming context to involve people in the activities of a site or service.
    A parallel concept is the game-based marketing, that uses real and complete games for raising the awareness and improving the image of a brand.

    Game-based marketing uses many different instruments and environments to spread messages and reach users. We’re going to analyze all these instruments to help choosing the right one for every single business objective.
    Read More