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 Skillato.com

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


Alittleb.it 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 realchamber.alittleb.it and choosing your mobile OS

To discover more about Real Chamber Technology visit the Alittleb.it 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!

Hera Multiplayer E-learning Game

 


Project name: La Città Sostenibile
Category: E-learning; Gamification / Serious Games; Internal Communication
Client: SCS Azioninnova Consulting for Gruppo Hera
Technologies: M.e.g.s – LUDUM, HTML, Javascript, Ruby + Rails, Postgresql, Faye, Thin, Redis, Flash – ActionScript 3.0
Target: Gruppo Hera’s Employees
Target Browsers: IE6+, Google Chrome, Firefox, Safari


La Città Sostenibile
La Città Sostenibile” is a Multiplayer Game Based Learning Solution, created to teach to more than 4.000 employees the Gruppo Hera’s Sustainability Balance Sheet.

Hera (Holding Energia Risorse Ambiente; English: Energy Resource Environment Holdings) is a multiutility company based in Bologna, Italy. Hera operates in the distribution of gas, water, energy, waste disposal the provinces of Bologna, Ferrara, Forlì-Cesena, Modena, Ravenna, Rimini, Pesaro and Urbino, and in some municipalities of Florence and Ancona. In October 2012, Hera approved the merger with AcegasAps Group, which operates in the cities of Padua and Trieste. In 2013 Hera is the first Italian domestic operator for waste treated (above 5.4 million tons waste treated), the second one in the integrated Water cycle (300 million mc of water), the third player in gas distribution (2.9 billion of mc of gas distributed) and the 5th player in the Italian Electricity business in terms of electricity sold (11 TWh of electricity sold).

The main target of the game is to improve the city’s sustainability, virtually activating the same activities that Hera has reported into its 2012 Sustainability Balance Sheet. To activate a sustainability activity, a player has to choose a district in the city map and then he has to correctly complete some correlated assessments.
So game’s reason isn’t just formative, but it has also the aim of communicating the real impact – and so the importance – of all that “sustainability activities” that employees, during their daily job, could perceive as a waste of time.

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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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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

Go To Jupiter: E-learning Game for Employees

Project name: Go To Jupiter
Category: E-learning; Gamification / Serious Games; Internal Communication
Client: Astrazeneca
Technologies: Ludum; Flash – ActionScript 3.0, PHP
Target: AstraZeneca sales force


Go To Jupiter is a Game Based Learning Solution, used to teach to 500 agents about a new medicine.
Astrazeneca’s agents have to earn points to be the first to reach a Stadium (which represents the official launch event of the medicine and where agents, answering questions using a remote control, can earn new points to improve their game ranking).
In the web game, agents can get points by answering quiz and playing different mini-games focused on the features of a new product.

Alittleb.it has developed the game and conceived the concept and the entire game-experience. Our partner MCA Group has produced the graphics and it has organized the launch event.

Go To Jupiter has been developed using our Social Game Platform – Ludum.
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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

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.

Venturebeat.com, 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

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