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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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

SeatPG’s Productivity Game

 


Project name: WebPoint Village
Category: Productivity Game; Gamification / Serious Games; Internal Communication
Client: Seat PG
Technologies: Ludum; UnderWave
Target: Seat Pagine Gialle’s Sales Agents


Alittleb.it designed and developed WebPoint Village, a productivity game for iPad, dedicated to the entire sales force of Seat PG.

DESCRIPTION:
Alittleb.it set up a solution for Seat PG to increase the sales performance using gamification; the solution is specifically addressed to all the Seat PG’s sales staff (1,400 people).
WebPoint Village belongs to the category of Serious Games and has been conceived as a project of medium / long term (3 years), with a structure very similar to CityVille and Millionaire City.
SeatPG’s agents gain city’s resources reaching their period’s sales objectives.

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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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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.

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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.
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