goes to IGDS 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, & DarkWave Games’ Marketing Manager and 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).

Gamification in e-Learning – Infographics

E-Learning solutions with gamification are raising consensun and having a major part to play in the company training programs.

As we already dealt with on previous occasions, our portal dedicated to the game-based marketing and gamification, in the article Esempi di una gamification di successo e Più gamification nel lavoro. Non basta il Job Act, ecco come i lavoratori percepiscono il loro lavoro, US businesses lose between $450 and $550 billion per year due to disengagement, which manifests itself in turnover rates, poor productivity, and below average work.

Engagement is an hot topic for, and it is a priority in our method to develop the better solution for our clients.

Skillato solution is the answer to the training market needs, with the 4 main pillars – gamification, storytelling, social learning and know-how – the platform allow to satisfy any training exigencies.

The gamification solutions used inside Skillato allow to engage the user, driving measurable actions.

The infographic we designed shows how the gamification implementation in e-Learning allow to reach better results and gain a concrete competitive advantages.

Do not forget to Follow Skillato in Linkedin, to keep yourself updated on the best e-learning news.

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Genialloyd integrates Skillato


Project name: Genialloyd TheGame2.0
Category: E-learning; Gamification; Internal Communication
Client: Allianz Group
Technologies: Skillato e-learning platform

Following the success of project “TheGame2.0” for Allianz, Genialloyd chose Skillato to train their employees exploiting storytelling and gamification logics to increase engagement and participation.

For more information about our e-learning platform, visit

Real Chamber Al Salone!


Project name: Real Chamber al Salone
Category: Adventure and e-Learning Game (iOS + Android)
Client: Torino International Books Fairs
Technologies: Real Chamber Platform has created the App Real Chamber Al Salone for Torino’s Book Fairs, to engage the young attendees and teach them some informations about the story’s fairs and the Lingotto.

Using Real Chamber platform, the project has been released in just 5 working days. The graphical adventure is characterised by 5 location where the main protagonist inspect and collect items and while the player is playing the collected information are historical facts useful to solve a final enigma.

Real Chamber Al Salone uses photography that was provided by the Salone del Libro di Torino, choosing them from their archive. No new photography was needed to create the adventure.

Try the App visiting and choosing your mobile OS

To discover more about Real Chamber Technology visit the product page.

Real Chamber Al Salone 8 Real Chamber Al Salone 6 Real Chamber Al Salone 4 Real Chamber Al Salone 3 Real Chamber Al Salone!

World’s games market will grow to 86.1$ bilion in 2016


Newzoo has released a new report on his site, focusing on the big growth about the mobile games and the general expansion of the games market, estimating a compound annual growth rate (CAGR) of 6.7% per year, until 86.1 bilion of dollars in 2016.


The data posted on Newzoo describe an expected growth for the games market, revealing that the videogamers in the world will raise from 1.21 billion this year to 1.55 billion. These gamers will play on different platform according to their tastes, and the most important data is about mobile platforms, that will increase its share from 13.8% to 27.8% of the global market, with a CAGR for smartphones of 19% and 48% for tablets, generating profits for 23.9$ bilion in 2016. The highest share will remain the console games, but the CAGR will be minor than the mobile platforms. The handhelds share will suffer the worst annual growth rate, with an estimated CAGR of -15.0%.
The report offers also a detailed analysis about the condition of the market this year, focusing on the compositions of gamers (dividing them by their geographical location) and the typology of game played, from casual/social to consoles games; in these analisys, is interesting seeing compound data about casual/social and mobile games, getting the 27% of the whole market, growing from past years

Below you will find some of the images that compose the entire report. If you would learn more, you can download the entire report from