With an annual turnover of over $80 billion and a source of inspiration for businesses and public institutes alike, videogames are the biggest sector in the entertainment industry. The concept of gamifi cation was created in response to some worrying fi gures: just 13% of workers are “engaged” at work and more than 70% of new products and services don’t take off. Through the testimonials of Italian and global business leaders as well as those of game designers, we will find out how to come up with experiences and products capable of meeting business objectives.
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Internet Festival 2.0
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