has created Worldwide Twitter Trending Topics with ArtistSaga!!

We are proud to announce our last Big Success: has completely developed ArtistSaga for the Italian MTV Awards and …

#OneDirectionArtistSaga and #JustinArtistSaga have been the First Worldwide Twitter Trending Topics; #EmmaArtistSaga the Second.
Check out stats and history at;;

Moreover, ArtistSaga created the first, the third, the fourth and the fifth Italian Trending Topics too.


Android owns the 64% of all smartphone sales














Relying on 240.000 annual interview, Kantar Worldpanel Comtech, a leader society for market research and consumer panels, has released a paper that confirm the dominance of Android in every market that Kantar is analyzing (the unique exception is Japan), recording also the reduction for devices that mount IOS and a progressive increase for Windows Phone.

Just looking the previous image: is simple to find the Android’s dominance (the green colored slice of the cakes) in every market. The survey takes place on 9 several markets analyzed by Kantar: Australia, China, France, Germany, Italy, Spain, UK and USA, and, according to data, the 64% of mobile devices mount Android’s OS.

This will pile pressure on Apple, BlackBerry and Nokia to keep their products front of consumers’ minds in the midst of a Samsung and HTC marketing blitz.” writes Dominic Sunnebo, global consumer insight director at Kantar Worldpanel ComTech. In fact, the only other platform that gain something is Windows Phone, that increase its sales by 5%. Developers have to take care about this market’s trend, making applications that can be used by costumers.

There is to say that every market is an apart story, as you can see from the image above, but data confirm an extensive use of Android OS, despite iPhone 5 is the most best-selling device (even is now closely followed by Samsung). In Italy we can find a consistent share for Android, the 62.5% of the entire market. We were able to find the trend making apps with Android, and this is a confirmation for us to perform project with the best technologies we can approach,

This research will help to define the firms’ market shares, to help developpers to create application in harmony with the user’s OS. We’ll see if this overtake will consolidate or is a new phase for mobile phone market, preparing us to get in advance the changes in this continuously changing market



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

Needs and Motivations: why Games exist

Our brain evolved in order to encourage the personal success of each individual, through out a system that rewards purposes; and these purposes get beyond the mere concept of survival, although it is basic element for animals. Games and fun activities, therefore, see their Raison d’être in correlation with our ability to adapt, and the evolution of this ability: we play in order to unravel in everyday life, metabolizing rules, limits and targets, in order to grow as individuals and coping with hardships.Read More

DarkWave Games at the Games Week in Milan

DarkWave Games will be at the Games Week in Milan.

During Friday, 4 November our lead developer Gabriele Farina will participate to the Wired conference called “Game Developers in Italy”.

On Saturday and Sunday part of the team will be at the stand F04 held by Indie Vault, demonstrating Act of Fury to the public.
If you’re in Milan and want to play our games please come and meet us at the stand!Read More

Enterprises’ tablet adoption rate allows gamified solutions

The integration of tablet devices into our lives and, especially, into our work has progressed rapidly — so fast that it’s hard to figure it out., in collaboration with Lenovo and Qualcomm, provided an infographic (see it below) to describe how much the tablet devices market grew in terms of number of adopters both consumers and business so far.

The Italian market, in particular, has been fostered by the strong growth. According to the Polytechnic of Milan (research results have been exposed during the conference ‘Mobile Business: Innovazione a Tavoletta’), nearly 3 of 4 Italian CEOs have already introduced or are introducing new tablet devices in their enterprises: the 47% of them is already adopting tablet devices, and 27% are going to adopt this technology in the near future. Executives use tablet devices already (55%) and a few of them is going to adopt them in the future (38%), A portion of the sales staff is already using them (17%) but most of it will receive tablets (74%) in the near future. Together with the new tablet market, growth involves also application mobile downloads.

The impressive growth-rate of enterprises which are choosing and adopting tablet devices and smartphone always connected, allows the efficiency and effectiveness of game-based marketing initiatives directed to employees, like productivity games and e-learning games

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.