Exponential growth for mobile gaming

infraphic_mobile_game

 

The mobile game market has realized a significant growth during these twelve years,  incrementing its revenue from 20 to 211 billions of dollars on US market. From insidesocialgames, this infographic about a growing market.

 

First of all, the infographic analyzes the imposing growth: mobile phone is now used daily, according to data for almost the half for relax playing. An app for any device (tablets are not so different from mobile phones) is used at least once a day, surpassing the use of television.

From the graphic, another interesting data: almost the half of places where people uses mobile games are the own bed or on public transport; this data can be explained by another phenomenon, interesting app games: the game sessions are short, based on applications that can engage users with fast and little sessions.

The common user of mobile game is part of  a varied public: is true that the leading segment is men until 35 years, but from 35 to 65 the women are the majority. The apps reflect these detections: Farmville and Monopoly are applications used mainly by women (over 26), Texas hold’em poker is used for 75% by males.

The infographic gives some hints to evaluate this massive growth of mobile market, that are been successful for companies involved, like Ruzzle or other applications used every day by milion of persons

Apps for Samsung SmartTV

 


Project name: “Olimpiadi della Mente” & “Scrivi la Fiaba dei Tre Porcellini”
Category: SmartTV apps development, Games
Client: Samsung
Technologies: Flash
Target: Kids (5-10 anni)
Target Devices: Samsung SmartTV


For the new Kids Hub (Samsung Store), Samsung has ordered to us (and we have developed) 2 SmartTV games: “Olimpiadi della Mente” and “Scrivi la Fiaba dei Tre Porcellini”.

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Vodafone E-learning Game Experience

 


Project name: Vodafone Supermobile
Category: E-learning Game; Gamification / Serious Games / ARG; Internal Communication
Client: Vodafone Italia
Technologies: Ludum; HTML5, Actionscript 3.0; Ruby On Rails
Target: Vodafone Italia’s 8.000 Employees


Alittleb.it has conceived and created an alternate reality game, developed for Vodafone’s employees, in order to teach smartphones’ technologies.

The e-learning game was developed by the exploitation of LUDUM: an alittleb.it’s platform designed and developed to ensure a unified, complex but immediate gaming experience.

Alittleb.it opted for a strategy that involved interactive and experiential learning, maximizing the element of fun to promote the interest and the active approach of Vodafone employees.
The gamified experience takes place at the same time on pc browsers, smartphones’ screens and in the real world, creating real offline experiences into Vodafone’s offices.Read More

Social Games and Rewards

The Social Games work with a “effort-reward” system, generating what is called “compulsion loop,” or “engagement loop”: when a player gets a small reward for each action performed, he will be motivated to act continuously, in a “gratification loop”, or a “involvement loop”.Read More