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Gamification
󰀁2
Gamification’s definition
and scope
`
Gamification is the use of elements
( p o i n t s , b a d g e s , a w a r d s a n d
leaderboards, etc.) and mechanics
typical of games, in context external
to games.
The purpose of Gamification is to stimulate
participation, engagement and loyalty,  by
activating motivational levers such as
recognition, emulation, security, sociability,
intellectual stimulation.
MOTIVATE AND INVOLVE
Gamification in sales performance management
increased from 2% to 13% in the latest 2 years,
based on a recent survey.
These cases are evaluated as successful examples.
They are repeatable and help to reinforce gamification as a solution to support business.
Gamification has also had an important growing in the field of innovation management
(both internal and external), in customer engagement (strongly driven by mobile
solutions), in change management and in wellness.
2
Last years
2%
From
13%
To
PERFORMANCEMANAGEMENT
󰀁4
Gamification’s scope is to BUILD motivational
LEVERS to define a model of digital
involvement.
It can be used to add value to your products,
to foster relationships by changing habits, to
foster skills development and to drive
innovation.
Gamification’s recipients can be customers,
employees or communities of interest.
The magic
word?
Motivation
`
Engage
People
Motivate
Actions
Engagement and enjoyment are the
levers to be used by Gamification to
change habits.
Gamification’s goal is not to entertain,
but to involve.
The engagement is aimed at the search
for 'Engagement, or active participation,
and loyalty, must take place in all the
digital contact points with which people
interact.
Involvement and habit
Gamification is built on objectives
Winning goals helps motivate
Motivation is necessary to repeat the actions
Repetition creates habit
Habit creates awareness and leads to change
In this way there is a direct and indirect link to the
achievement of the business objectives.
How does
it translate
and bind to
business
goals?
How do game concepts provide
c o m p a n i e s w i t h i n n o v a t i v e
solutions for their challenges?
Points, rankings, challenges, level
advances, badges are some of the
elements at the ser vice of
companies for:
Measuring progress - success
Using positive reinforcement
Turning the fear into
fun
Stimulating the repetition of some actions
Involving users / employees
󰀁8
01 POINTS
IMMEDIATE awards that are obtained from the commitment to
behave as desired
03 BADGE Emblems that identify the execution of specific activities
04 LEADERBOARDS
They are used to represent the participants and their
position within the competition
02 PROGRESSION Graphical representation of user progress as they complete tasks
Elements for a game design project
Incentives
the awards to which it
refers
Desired actions
Which lead to
successful situations
Win state
Business metrics
guide game objectives
Users
Their role as players
Feedback mechanisms
what are trigger levers
At the beginning of each Gamification campaign, the preliminary activities to be defined are:
DESIGN
GAMIFICATION’S
APPLICATION FIELDS
HR SALES E-LEARNING MARKETING YOUR
PROJECT
Which are
Gamification’s
real
advantages?
Gamification is able to drive an increase in
work performance, productivity and
employee motivation. It encourages the
optimization of staff training and the
creation of a performance’s culture in a
c o m p e t i t i v e a n d s t i m u l a t i n g w o r k
environment.
Gamification is a transversal solution
that can be applied to the most varied
professional and business fields to
achieve these objectives:
• Increase sales by stimulating challenge and
continuous comparison among the sales
force
• Increase productivity through an
instrument that continuously communicates
objectives to sales force and optimizes pre-
existing incentive systems
• Facilitate the selection process and staff
training (on-boarding and compulsory
training)
• Stimulate informal learning, offering
educational content in an innovative and fun
way
Gamification
is a
marketing
strategic tool
able to make engaging the UX by
stimulating users’ engagement of an
app or website.
Gamification at the service of
marketing for:
• Increasing the users’ participation (Q&A,
reviews, social sharing, ecc.) on App and
websites making repetitive behaviors fun
• Gaining customer loyalty and increasing
retention and brand awareness
• Increasing the number of active users
• Increasing the frequency of actions to be
incentivized on an app or on a site
• Creating a sense of belonging to the
company and community
• Collecting important data for the
company: inside the games all the choices
and behaviors of the users are recorded
GAMIFICATION
CASE STUDY
THE PROBLEM
Given its voluntary nature there is a
high rate of neglect among volunteers.
P
THE CAUSES
The causes are varied, from a lack of
adequate recognition and lack of time.
Furthermore, it was observed that even among
the members who remain in the organization
after their first year, they are generally no
longer performing at their full potential.
@
Present in more than 107 countries and territories and with more
than 50,000 members
AIESEC is the largest organization managed by young people in
the world. Focused on providing a platform for youth leadership
development, AIESEC, offers young people the opportunity to
participate in international internships, experience leadership and
participate in a global learning environment
The largest student
organization in the world
Gamification’s solution proposed to AIESEC was designed to accelerate the individual performance of
the members, improve the retention and experience of individuals.
The main behaviors that define leadership have been identified and a system has been designed to
monitor the activities that drive these behaviors.
The solution
P
C A S E S T U D Y
Behavior
One of the main difficulties
is to maintain a correct
b a l a n c e , i n t h e
c o m m i t m e n t o f t h e
members, among the
activities that concern the
development of leadership
skills and exchange
LEADERSHIP
Members who take part in activities that develop
their leadership skills, based on the AIESEC Global
Competency Model (GCM), are rewarded with
Leadership Points.
K
EXCHANGE
Members who take part in activities that give
them the opportunity to interact with international
members of AIESEC are rewarded with Exchange
Points.
S
In practice
BONUS
Members have the opportunity to earn extra points thanks to some activities, which are decided by the
Vice President Talent Management.
LEVEL SYSTEM
The levels system is designed so that both skills are present and visible to each member, so as to
encourage their balance.
RANKING
Leaderboards (tables with rankings) are used to increase individual and team competitiveness. The
rankings are different: individual, team, monthly, yearly.
How numerically the activities have been improved
RESULTS
Team meeting: +40%
Increased attendance at
meetings has helped improve
the morale and performance of
members, encouraging them to
participate more and more often
in the organization's activities
Active members: + 62%
More active members who
have participate with a
collaborative spirit in the
missions and challenges of the
departments with which they
collaborate
Dates: +74%
The increase in sales has
encouraged an increase in
investments for the overall
organizational growth of AIESEC
MARKETEXAMPLE
Often a big problem faced by managers in the workplace is being able to create a
group, join their collaborators and make them participate in the company as well as
loyal towards it.
Gamification processes work in the workplace because they allow to leverage
specific aspects of human psychology and activate useful competition and
collaboration mechanisms in the workplace.
Social
Collaboration
Gamifying
Social
Collaboration
A MARKET EXAMPLE
Bluewolf has used Gamification mechanisms
to encourage its employees to be more
SOCIAL.
How?
Making sure that the collaborators obtain
some acknowledgments for internal or external
collaborations.
In practice
BONUS
Based on completion and personalization of the profile, the publications, the number of visitors, the
content sharing and the success of the contents themselves, the employees received points, discounts
for purchases and badges of victory.
PERSONAL BRANDING CONTEST
Starting from an assessment related to the social presence of each of its employees and the problems
that each of them faced in enhancing on the web, the company has created on its website profile pages
for each employee with automatic redirect of content. So that each of them shared on their social
networks that together with a mini analytics dashboard showed the social influence of each employee.
Step #3
Creating a social profile for
each employee
Step #1
Conducted a survey within
the entire organization
Step #2
The creation of a reference
pole for Social resources
(intranet and references)
Step #4
Gamify the whole experience:
in order to promote employee
knowledge and relationships
RESULTS
CHALLENGE
Increase in web traffic by 100%, collaboration among employees 57%
The campaign
Social activities have seen
an increase of 20% month
after month
MARKETEXAMPLE
The luxury industry has begun to look at Gamification world to revitalize the
relationship with its buyer community in recent years.
Obviously the motivational drivers that guide the users of the luxury world are often
different from a traditional consumer target, this consideration is fundamental in the
strategic planning phase.
Community
& brand identity
Gamifying
Social
Collaboration
A MARKET EXAMPLE
Magazzini Harrods has created a gaming
app.
The best "players" get the chance to
participate in the prize draw as a £ 500
coupon to spend in London's luxury
department store or a Harrods Vip shopping
experience.
STILETTO WARS
The luxury Harrods
stores have
created a gaming
App, through
which the best
"players" get the
chance to
participate in the
draw for prizes
that can be spent
in the store.
OBJECTIVES
The App was launched in Autumn 2014 with the
aim of promoting in an interactive / engaging
way and to increase the awareness of the new
40,000 square meter "Shoe Heaven" department
dedicated to footwear.
The target audience were women between 20
and 40 years, technologically aware, owners of
tablets and smartphones.
T
RESULTS
13,000 downloads, 18 million total reach in
social media.
The campaign has reached and exceeded the
objectives. Gaming and fashion blogs have
spoken well about the project for its innovative
side.
The brand has also reached high levels of
awareness.
v
Using it the user can discover the events around him at that
time or signal his presence in turn to the other members.
 
Every time you use the app to create, participate or just to put
your "like" on the other events, you earn points that are used
to get badges to use to highlight their posts. All thanks to the
integrated Gamification platform, through which users can
increase their status, changing their profile in "Explorer",
"Paparazzi" to become a real "Influencer".
NOW + WHERE = NOWR
What’s ?
`
NowR is an event sharing app that allows you to live and
share a special moment.
Are you where you want to be?
Watch the events around you!
The icon represents the intensity of the
event: the more it is complete, the greater
the participation.
Intensity
Emoji
🤘
The description of the event is made
through emoji, a smart and warm
language that better expresses emotions
and mood.
Participation
Clicking on it, you signal your presence at
the event and you verify how many NowR
users are already there.
Chat
You can get informed about the event
from participants or, if you are already
there, share with your friends the emotions
you are experiencing.
Badge
The more you use the app the more you
accumulate badges that allow you to highlight
the new events you create.
Share what happens near you!
Are you where you want to be?
󰀁29
GAMIFICATION
BRAINAPP
It is a creation of Officina, which
shows how a company’s intranet
can be gambled to measure
employees’ soft skills and their
p a r t i c i p a t i o n ’ s d e g r e e i n
company’s processes and their
adherence to corporate pillars.
With Gamification you can create changes in behavior
and individual performance
energize your attention
Brainapp
The solution is linked to a company’s intranet
platform
• It allows to collaborate and create groups of interest
• It is possible to create laboratories that focus on
functional aspects of the company
• The dynamics of sharing and collaboration are aimed
at stimulating corporate values (pillars) and favoring
"change management" policies
• The rankings show the scores that the employees get
on the various skills, thanks to certain actions
performed on the company’s intranet (such as
sharing content of collective interest) or how the
weekly challenges proposed by "Sales Lab" are held.
Define your attitudes to the best
Challenge your colleagues
Laboratories as points of growth and challenge
The laboratories are places (physical and virtual) for
comparison and stimulation for new solutions.
During these activities challenges are launched. The
challenges are aimed at:
• Relax
• Stimulate skills
• Raise collaboration (lab challenges)
• Keep competition’s sense active
"Challenging colleagues and discussing
issues that go beyond their daily tasks,
encourage people to think outside the box,
contributing to the development of strategic
thinking and leadership skills".
What is it?
Playoff is a powerful and innovative
Gamification platform that allows
you to easily integrate game
mechanics on websites, apps,
communities, company intranets,
software, in order to increase user
engagement, their involvement and
their participation.
Playoff is our
Gamification
platform that, using
the typical
dynamics of
games, aims to
make every
business process
more engaging in
the most different
fields
How does it work?
Playoff is considered by our
customers as a strategic
tool that allows to break
d o w n t h e t e c h n i c a l
barriers that often make
difficult to understand
Gamification, thanks to the
s i m p l i c i t y a n d
immediacy of use.
K
Playoff takes care of all the "difficult"
mechanisms such as scoring, tracking
actions, player or team progress and
create rankings in real time.
Playoff is a software layer that can be
integrated with any other software via
SDK/API.
Our services
`
PLATFORM INTEGRATIONDESIGN
License for platform’s use in
Saas mode with a small /
medium / large monthly fee.
On-premise license to use
Playoff without limits.
Consultancy in gamification
p r o j e c t ’ s d e f i n i t i o n a n d
engagement model at the
service of your business. We will
define with you the metrics, the
actions to be measured and to be
rewarded, which badges and
points to give to make the
e x p e r i e n c e o f y o u r u s e r s
(customers or employees) unique
and memorable.
Would you like to know more? Request a demo with our consultant
Technical support for Playoff’s
integration via API / SDK to your
software, website, app, company
CRM, etc.
Design and development of new
software tools to implement the
Playoff gamification’s platform.
I hear and I forget,
I see and I remember,
I do and I understand
Confucius
“
Officina S.r.l.
Piazza Mario Saggin, 2
35131 Padova (PD)
Tel: +39 049 631197
E-mail: info@getplayoff.com
www.getplayoff.com
www.officina.cc
Follow us:

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What gamification is, case studies and game design elements

  • 2. 󰀁2 Gamification’s definition and scope ` Gamification is the use of elements ( p o i n t s , b a d g e s , a w a r d s a n d leaderboards, etc.) and mechanics typical of games, in context external to games. The purpose of Gamification is to stimulate participation, engagement and loyalty,  by activating motivational levers such as recognition, emulation, security, sociability, intellectual stimulation. MOTIVATE AND INVOLVE
  • 3. Gamification in sales performance management increased from 2% to 13% in the latest 2 years, based on a recent survey. These cases are evaluated as successful examples. They are repeatable and help to reinforce gamification as a solution to support business. Gamification has also had an important growing in the field of innovation management (both internal and external), in customer engagement (strongly driven by mobile solutions), in change management and in wellness. 2 Last years 2% From 13% To PERFORMANCEMANAGEMENT
  • 4. 󰀁4 Gamification’s scope is to BUILD motivational LEVERS to define a model of digital involvement. It can be used to add value to your products, to foster relationships by changing habits, to foster skills development and to drive innovation. Gamification’s recipients can be customers, employees or communities of interest. The magic word? Motivation `
  • 5. Engage People Motivate Actions Engagement and enjoyment are the levers to be used by Gamification to change habits. Gamification’s goal is not to entertain, but to involve. The engagement is aimed at the search for 'Engagement, or active participation, and loyalty, must take place in all the digital contact points with which people interact.
  • 6. Involvement and habit Gamification is built on objectives Winning goals helps motivate Motivation is necessary to repeat the actions Repetition creates habit Habit creates awareness and leads to change In this way there is a direct and indirect link to the achievement of the business objectives.
  • 7. How does it translate and bind to business goals? How do game concepts provide c o m p a n i e s w i t h i n n o v a t i v e solutions for their challenges? Points, rankings, challenges, level advances, badges are some of the elements at the ser vice of companies for: Measuring progress - success Using positive reinforcement Turning the fear into fun Stimulating the repetition of some actions Involving users / employees
  • 8. 󰀁8 01 POINTS IMMEDIATE awards that are obtained from the commitment to behave as desired 03 BADGE Emblems that identify the execution of specific activities 04 LEADERBOARDS They are used to represent the participants and their position within the competition 02 PROGRESSION Graphical representation of user progress as they complete tasks Elements for a game design project
  • 9. Incentives the awards to which it refers Desired actions Which lead to successful situations Win state Business metrics guide game objectives Users Their role as players Feedback mechanisms what are trigger levers At the beginning of each Gamification campaign, the preliminary activities to be defined are: DESIGN
  • 10. GAMIFICATION’S APPLICATION FIELDS HR SALES E-LEARNING MARKETING YOUR PROJECT
  • 11. Which are Gamification’s real advantages? Gamification is able to drive an increase in work performance, productivity and employee motivation. It encourages the optimization of staff training and the creation of a performance’s culture in a c o m p e t i t i v e a n d s t i m u l a t i n g w o r k environment. Gamification is a transversal solution that can be applied to the most varied professional and business fields to achieve these objectives: • Increase sales by stimulating challenge and continuous comparison among the sales force • Increase productivity through an instrument that continuously communicates objectives to sales force and optimizes pre- existing incentive systems • Facilitate the selection process and staff training (on-boarding and compulsory training) • Stimulate informal learning, offering educational content in an innovative and fun way
  • 12. Gamification is a marketing strategic tool able to make engaging the UX by stimulating users’ engagement of an app or website. Gamification at the service of marketing for: • Increasing the users’ participation (Q&A, reviews, social sharing, ecc.) on App and websites making repetitive behaviors fun • Gaining customer loyalty and increasing retention and brand awareness • Increasing the number of active users • Increasing the frequency of actions to be incentivized on an app or on a site • Creating a sense of belonging to the company and community • Collecting important data for the company: inside the games all the choices and behaviors of the users are recorded
  • 14. THE PROBLEM Given its voluntary nature there is a high rate of neglect among volunteers. P THE CAUSES The causes are varied, from a lack of adequate recognition and lack of time. Furthermore, it was observed that even among the members who remain in the organization after their first year, they are generally no longer performing at their full potential. @ Present in more than 107 countries and territories and with more than 50,000 members AIESEC is the largest organization managed by young people in the world. Focused on providing a platform for youth leadership development, AIESEC, offers young people the opportunity to participate in international internships, experience leadership and participate in a global learning environment The largest student organization in the world
  • 15. Gamification’s solution proposed to AIESEC was designed to accelerate the individual performance of the members, improve the retention and experience of individuals. The main behaviors that define leadership have been identified and a system has been designed to monitor the activities that drive these behaviors. The solution P C A S E S T U D Y
  • 16. Behavior One of the main difficulties is to maintain a correct b a l a n c e , i n t h e c o m m i t m e n t o f t h e members, among the activities that concern the development of leadership skills and exchange LEADERSHIP Members who take part in activities that develop their leadership skills, based on the AIESEC Global Competency Model (GCM), are rewarded with Leadership Points. K EXCHANGE Members who take part in activities that give them the opportunity to interact with international members of AIESEC are rewarded with Exchange Points. S
  • 17. In practice BONUS Members have the opportunity to earn extra points thanks to some activities, which are decided by the Vice President Talent Management. LEVEL SYSTEM The levels system is designed so that both skills are present and visible to each member, so as to encourage their balance. RANKING Leaderboards (tables with rankings) are used to increase individual and team competitiveness. The rankings are different: individual, team, monthly, yearly.
  • 18. How numerically the activities have been improved RESULTS Team meeting: +40% Increased attendance at meetings has helped improve the morale and performance of members, encouraging them to participate more and more often in the organization's activities Active members: + 62% More active members who have participate with a collaborative spirit in the missions and challenges of the departments with which they collaborate Dates: +74% The increase in sales has encouraged an increase in investments for the overall organizational growth of AIESEC
  • 19. MARKETEXAMPLE Often a big problem faced by managers in the workplace is being able to create a group, join their collaborators and make them participate in the company as well as loyal towards it. Gamification processes work in the workplace because they allow to leverage specific aspects of human psychology and activate useful competition and collaboration mechanisms in the workplace. Social Collaboration
  • 20. Gamifying Social Collaboration A MARKET EXAMPLE Bluewolf has used Gamification mechanisms to encourage its employees to be more SOCIAL. How? Making sure that the collaborators obtain some acknowledgments for internal or external collaborations.
  • 21. In practice BONUS Based on completion and personalization of the profile, the publications, the number of visitors, the content sharing and the success of the contents themselves, the employees received points, discounts for purchases and badges of victory. PERSONAL BRANDING CONTEST Starting from an assessment related to the social presence of each of its employees and the problems that each of them faced in enhancing on the web, the company has created on its website profile pages for each employee with automatic redirect of content. So that each of them shared on their social networks that together with a mini analytics dashboard showed the social influence of each employee.
  • 22. Step #3 Creating a social profile for each employee Step #1 Conducted a survey within the entire organization Step #2 The creation of a reference pole for Social resources (intranet and references) Step #4 Gamify the whole experience: in order to promote employee knowledge and relationships RESULTS CHALLENGE Increase in web traffic by 100%, collaboration among employees 57% The campaign Social activities have seen an increase of 20% month after month
  • 23. MARKETEXAMPLE The luxury industry has begun to look at Gamification world to revitalize the relationship with its buyer community in recent years. Obviously the motivational drivers that guide the users of the luxury world are often different from a traditional consumer target, this consideration is fundamental in the strategic planning phase. Community & brand identity
  • 24. Gamifying Social Collaboration A MARKET EXAMPLE Magazzini Harrods has created a gaming app. The best "players" get the chance to participate in the prize draw as a £ 500 coupon to spend in London's luxury department store or a Harrods Vip shopping experience.
  • 25. STILETTO WARS The luxury Harrods stores have created a gaming App, through which the best "players" get the chance to participate in the draw for prizes that can be spent in the store. OBJECTIVES The App was launched in Autumn 2014 with the aim of promoting in an interactive / engaging way and to increase the awareness of the new 40,000 square meter "Shoe Heaven" department dedicated to footwear. The target audience were women between 20 and 40 years, technologically aware, owners of tablets and smartphones. T RESULTS 13,000 downloads, 18 million total reach in social media. The campaign has reached and exceeded the objectives. Gaming and fashion blogs have spoken well about the project for its innovative side. The brand has also reached high levels of awareness. v
  • 26. Using it the user can discover the events around him at that time or signal his presence in turn to the other members.   Every time you use the app to create, participate or just to put your "like" on the other events, you earn points that are used to get badges to use to highlight their posts. All thanks to the integrated Gamification platform, through which users can increase their status, changing their profile in "Explorer", "Paparazzi" to become a real "Influencer". NOW + WHERE = NOWR What’s ? ` NowR is an event sharing app that allows you to live and share a special moment.
  • 27. Are you where you want to be? Watch the events around you! The icon represents the intensity of the event: the more it is complete, the greater the participation. Intensity Emoji 🤘 The description of the event is made through emoji, a smart and warm language that better expresses emotions and mood. Participation Clicking on it, you signal your presence at the event and you verify how many NowR users are already there. Chat You can get informed about the event from participants or, if you are already there, share with your friends the emotions you are experiencing.
  • 28. Badge The more you use the app the more you accumulate badges that allow you to highlight the new events you create. Share what happens near you! Are you where you want to be?
  • 29. 󰀁29 GAMIFICATION BRAINAPP It is a creation of Officina, which shows how a company’s intranet can be gambled to measure employees’ soft skills and their p a r t i c i p a t i o n ’ s d e g r e e i n company’s processes and their adherence to corporate pillars. With Gamification you can create changes in behavior and individual performance
  • 30. energize your attention Brainapp The solution is linked to a company’s intranet platform • It allows to collaborate and create groups of interest • It is possible to create laboratories that focus on functional aspects of the company • The dynamics of sharing and collaboration are aimed at stimulating corporate values (pillars) and favoring "change management" policies • The rankings show the scores that the employees get on the various skills, thanks to certain actions performed on the company’s intranet (such as sharing content of collective interest) or how the weekly challenges proposed by "Sales Lab" are held.
  • 31. Define your attitudes to the best Challenge your colleagues Laboratories as points of growth and challenge The laboratories are places (physical and virtual) for comparison and stimulation for new solutions. During these activities challenges are launched. The challenges are aimed at: • Relax • Stimulate skills • Raise collaboration (lab challenges) • Keep competition’s sense active "Challenging colleagues and discussing issues that go beyond their daily tasks, encourage people to think outside the box, contributing to the development of strategic thinking and leadership skills".
  • 32.
  • 33. What is it? Playoff is a powerful and innovative Gamification platform that allows you to easily integrate game mechanics on websites, apps, communities, company intranets, software, in order to increase user engagement, their involvement and their participation. Playoff is our Gamification platform that, using the typical dynamics of games, aims to make every business process more engaging in the most different fields
  • 34. How does it work? Playoff is considered by our customers as a strategic tool that allows to break d o w n t h e t e c h n i c a l barriers that often make difficult to understand Gamification, thanks to the s i m p l i c i t y a n d immediacy of use. K Playoff takes care of all the "difficult" mechanisms such as scoring, tracking actions, player or team progress and create rankings in real time. Playoff is a software layer that can be integrated with any other software via SDK/API.
  • 35. Our services ` PLATFORM INTEGRATIONDESIGN License for platform’s use in Saas mode with a small / medium / large monthly fee. On-premise license to use Playoff without limits. Consultancy in gamification p r o j e c t ’ s d e f i n i t i o n a n d engagement model at the service of your business. We will define with you the metrics, the actions to be measured and to be rewarded, which badges and points to give to make the e x p e r i e n c e o f y o u r u s e r s (customers or employees) unique and memorable. Would you like to know more? Request a demo with our consultant Technical support for Playoff’s integration via API / SDK to your software, website, app, company CRM, etc. Design and development of new software tools to implement the Playoff gamification’s platform.
  • 36. I hear and I forget, I see and I remember, I do and I understand Confucius “ Officina S.r.l. Piazza Mario Saggin, 2 35131 Padova (PD) Tel: +39 049 631197 E-mail: info@getplayoff.com www.getplayoff.com www.officina.cc Follow us: