next generation publisher

"The fun in games comes from being competent from understanding the game.
The fun comes, in fact, from solving the puzzle, not from the puzzle itself.
Therefore, what causes addiction in games is the possibility of learning. Learning is the real drug of gaming.

Raph Koster – A theory of fun for game design

Our platform allows us to create Game Stories

that engage the user in a path functional to the training objectives. The platform always dialogues with the user in a direct and timely manner. The autonomous one2one relationship that Zero Interface establishes with each individual user makes it possible to create an interactive and always engaging environment.

Each game interaction, grafted into a compelling storytelling, is perceived by the user as a two-way dialogue to which they pay close attention. A well-constructed game level plan and clever scoring and reward mechanics lead the user to be viscerally attached to the educational journey.

THE INGREDIENTS

What does it take for a Zero Interface project to be truly educational for users?

  • compelling concept
  • constant engagement
  • immersive storytelling
  • well-distributed interactions across channels
  • harmonic playing frequency
  • high-value gaming multimedia content

THE PROCESS

How we create an effective, high-performing training project
and measurable?

  • we identify the training objectives - LO
  • we identify the value archetypes
  • smontiamo i concetti in endocetti
  • we create a dynamic map of LOs
  • we design the Game Path
  • we write the Game Story
  • we create Game Interactions
  • we build Game Content

THE STORYTELLING

What does it take to create a Game Story that is compelling, engaging, and challenging?

  • analysis of "the environment" in which to develop the story
  • a timely dossier of the game theme
  • a high level of authorial drafting
  •  an actualization of the game theme
  • a "tone of voice" centered on the target audience
  • an engaging and incremental gameplay
  • multichannel and challenging interactions
  • clear and well-distributed intrinsic values
  • a reward system that engages
    and gratifies the targets

THE GAME DATA

What do we know about our users' performance so that we can monitor, verify, and analyze?

  • the number of response attempts
  • the frequency of interaction with channels
  • preferred times of interaction
  • The free interactions with Interface Zero.

Game data, which is absolutely anonymous, private and adheres to privacy rules, is crucial to understanding the results achieved by the training process and optimizing it in a timely manner.

Let's talk about it together

The fun in games comes from being competent from understanding the game.

The fun comes, in fact, from solving the puzzle, not from the puzzle itself.

Therefore, what causes addiction in games is the possibility of learning. Learning is the real drug of gaming.

Raph Koster – A theory of fun for game design

Our platform allows us to create Game Stories that engage the user in a path functional to the training objectives. The platform always dialogues with the user in a direct and timely manner. The autonomous one2one relationship that Zero Interface establishes with each individual user makes it possible to create an interactive and always engaging environment. Each game interaction, grafted into a compelling storytelling, is perceived by the user as a two-way dialogue to which they pay close attention. A well-constructed game level plan and clever scoring and reward mechanics lead the user to be viscerally attached to the educational journey.

THE INGREDIENTS

What does it take for a Zero Interface project to be truly educational for users?

  • compelling concept
  • constant engagement
  • immersive storytelling
  • well-distributed interactions across channels
  • harmonic playing frequency
  • high-value gaming multimedia content

THE PROCESS

How we create an effective, high-performing training project and measurable?

  • we identify the training objectives - LO
  • we disassemble the counts into endocets
  • we create a dynamic map of LOs
  • we design the Game Path
  • we write the Game Story
  • we create Game Interactions
  • we build Game Content

THE STORYTELLING

What does it take to create a Game Story that is compelling, engaging, and challenging?

  • analysis of "the environment" in which to develop the story
  • a timely dossier of the game theme
  • a high level of authorial drafting
  •  an actualization of the game theme
  • a "tone of voice" centered on the target audience
  • an engaging and incremental gameplay
  • multichannel and challenging interactions
  • clear and well-distributed intrinsic values
  • a reward system that engages
    and gratifies the targets

THE GAME DATA

What do we know about our users' performance so that we can monitor, verify, and analyze?

  • the number of response attempts
  • the frequency of interaction with channels
  • preferred times of interaction
  • The free interactions with Interface Zero.

Game data, which is absolutely anonymous, private and adheres to privacy rules, is crucial to understanding the results achieved by the training process and optimizing it in a timely manner.

Let's talk about it together

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