"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?
THE PROCESS
How we create an effective, high-performing training project
and measurable?
THE STORYTELLING
What does it take to create a Game Story that is compelling, engaging, and challenging?
THE GAME DATA
What do we know about our users' performance so that we can monitor, verify, and analyze?
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?
THE PROCESS
How we create an effective, high-performing training project and measurable?
THE STORYTELLING
What does it take to create a Game Story that is compelling, engaging, and challenging?
THE GAME DATA
What do we know about our users' performance so that we can monitor, verify, and analyze?
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.
Virtual Land SpA
Via Gonzaga 5, 20123 Milano
PI: 04486520234
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