We all love to play. Whether it's a video game, a card game or a challenge between friends, playing makes us feel curious and optimistic, reduces stress and helps us not to think about problems. The exact opposite of when we work or do something unwillingly. But is it really possible to recreate the sense of participation and fun typical of a Minecraft or Fortnite session in the products and processes of our daily life? The solution exists and has a name: gamification.
Thanks to this course you will discover how to exploit gamification to engage, entertain and retain your audience, increase the turnover of your business and improve training and information processes. In addition, you will receive free Playable Cards in digital version: an innovative tool to independently plan the involvement of any product, process or service.
Thanks to this course you will learn how to:
Acquire theoretical and design skills on the use of gaming and gamification
Involving potential new customers and users
Retain existing customers and users
Putting new skills and new operating methods into practice
Encourage virtuous behavior
Motivate people and teams to improve their performance
September 20 - 6:30 pm to 8:00 pm
The market and game-based innovation
27 September - 18: 30-20: 00
What is gamification? International case studies applied to various industries.
October 4th - 6.30pm-8.00pm
How to introduce gamification in the company.
11 October - 18: 30-20: 00.
Introduction to Playable Cards as an engagement design tool
October 18 - 18: 30-20: 00.
Return of projects and discussion
University lecturer, author of essays and video game designer, he has worked with Electronic Arts Mobile, Vivendi Games and other international companies on iconic titles such as Fifa, The Sims, Harry Potter. A scholar of the impact of gaming in everyday life, he has contributed to introducing the logic of gamification in companies and public bodies. He is considered one of the most influential gamification designers in the world and talked about the new logic of involvement in the book "The art of involvement" (Hoepli 2017) and in the essay "The era of interactive culture".
Marco Segatto (digital marketing expert) and Edoardo Parisi (CEO and Co-Founder of Unipiazza) will also speak during the course. Both are Co-Founders of ProjectFun: the largest Gamification Community in Italy.