The Presentation is about :
-> Smartphones, Smartphone market, iPhone, Android.
-> How Android will pose a threat to iphone. China's smartphone market, Landscape?
-> Strategies used and those can be used.
This Presentation done as a part of MBA class assessment in 2009.
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
Stuart Dredge - iPhone Casual Games: Lessons for SuccessStuart Dredge
This is a presentation I gave at the Casual Games Forum in London on 29th October 2009, talking about lessons for success for casual games on the iPhone.
The gaming industry is arguably one of the most important and innovative sectors in tech today. Its importance to culture, social networking, and entertainment cannot be understated. The term “entertainment industry” is no longer reserved for Hollywood and
the movie industry. Gaming is now providing the most immersive and awe-inspiring forms of entertainment to more than two billion people around the globe.
The Presentation is about :
-> Smartphones, Smartphone market, iPhone, Android.
-> How Android will pose a threat to iphone. China's smartphone market, Landscape?
-> Strategies used and those can be used.
This Presentation done as a part of MBA class assessment in 2009.
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
Stuart Dredge - iPhone Casual Games: Lessons for SuccessStuart Dredge
This is a presentation I gave at the Casual Games Forum in London on 29th October 2009, talking about lessons for success for casual games on the iPhone.
The gaming industry is arguably one of the most important and innovative sectors in tech today. Its importance to culture, social networking, and entertainment cannot be understated. The term “entertainment industry” is no longer reserved for Hollywood and
the movie industry. Gaming is now providing the most immersive and awe-inspiring forms of entertainment to more than two billion people around the globe.
The gaming industry is one of the highlights of 2020 that needs to be kept on the radar. Not only gaming products but activities like e-sports and video streaming have brought gamers to unity in a big community. Here’s a glimpse of the gaming Industry statistics in 2020.
An overview of concepts and items at the International Consumer Electronics Show 2011 in Las Vegas. Prepared by a user experience design professional with a focus on products with software user interfaces.
The End of TV as We Know It & The Birth of TransmediaOgilvy
Doug Scott, President, OgilvyEntertainment and Matt Doherty, Transmedia Architect, Ogilvy & Mather Worldwide presented The End of TV as We Know It & The Birth of Transmedia at the 21st Century Storytelling Conference: Content, Context and Conversations sponsored by Microsoft, Ogilvy & BrainJuicer on July 31, 2012 in Chicago.
Throughout history, we have told stories. Stories are what connect us across geographies, cultures and experiences; stories demonstrate that we share the same hope, dreams, fears, challenges and desires. Today's complex, digtally connected consumer universe makes brand storytelling more challenging, but also creates opportunities for brands to tell their stories in new ways.
Doug Scott and Matt Doherty discussed how the idea of TV might be a thing of the past, but the stories that drive our content will always be our constant. Our variable? Telling. Telling has evolved due to the primary role of digital in our lives and disruptive innovation which has given us the ability to craft transmedia experiences. Transmedia has brought about a new set of creative tools and narratives that are rooted in content, formed by context and crossed by all things culture. Are you a story? Or are you a teller?
Chromecast, Google Play, Apple TV, Roku, Aereo: these are just a few examples of next-generation TV.
In the last year, nearly two million Americans cancelled their cable TV service. “Cord cutters” and “cord nevers” everywhere are migrating towards new TV options that are not only smarter technology, but also less expensive.
This presentation highlights which smart TVs, set-top boxes, streaming sticks and mobile apps are leading the competition, what products should be on your radar, and how consumers today have a lot of options.
Michał Giera: Davy Jones i jego smartfon, czyli piractwo na rynku mobile.Mobile Trends
Piractwo ma swoją długą i bogatą historię na desktopie. Dziś zarówno podejście konsumentów, jak i twórców, jest zupełnie inne niż 5-15 lat temu. Jak to jednak wygląda na rynku mobile? Jakie nauki developerzy wyciągneli już z zachowań mobilnych piratów i jakich kroków możemy się spodziewać?
Ian Hetherington Games Industry presentation How-Do Vision+Media AGM 2010Vision+Media
Games industry expert Ian Hetherington shares his thoughts on the future of the games industry, taking in console production, but mainly the rise of mobile, app based and social network gaming. Ian is a Vision+Media board member, Chairman and Chief Strategy Officer for Realtime Worlds http://www.realtimeworlds.com/
Mobile will dominate the digital world included games. That's why smartphones will be more and more the center of people's life and phone users are becoming even more avid players. In this presentation Neomobile shows the evolution of the games on mobile starting from the very first Snake on Nokia, landing to the new colorful world of smartphone where Angry bird become an icon of the mobile games.
If you want to learn more about the world of mobile gaming read the following article:
'Mobile Gaming Momentum – Neomobile’s immersion in the world of HTML5 games' - See more at: http://www.neomobile-blog.com/html5-mobile-game-momentum-neomobile-invests-boostermedia/
The history of digital gaming has been widely celebrated from all generation. Although video games would not reach mainstream pop-culture in mid 1970’s as arcade games, video game consoles or even computer games to the general public, the mobile gaming started way later in the year 1994.
The gaming industry is one of the highlights of 2020 that needs to be kept on the radar. Not only gaming products but activities like e-sports and video streaming have brought gamers to unity in a big community. Here’s a glimpse of the gaming Industry statistics in 2020.
An overview of concepts and items at the International Consumer Electronics Show 2011 in Las Vegas. Prepared by a user experience design professional with a focus on products with software user interfaces.
The End of TV as We Know It & The Birth of TransmediaOgilvy
Doug Scott, President, OgilvyEntertainment and Matt Doherty, Transmedia Architect, Ogilvy & Mather Worldwide presented The End of TV as We Know It & The Birth of Transmedia at the 21st Century Storytelling Conference: Content, Context and Conversations sponsored by Microsoft, Ogilvy & BrainJuicer on July 31, 2012 in Chicago.
Throughout history, we have told stories. Stories are what connect us across geographies, cultures and experiences; stories demonstrate that we share the same hope, dreams, fears, challenges and desires. Today's complex, digtally connected consumer universe makes brand storytelling more challenging, but also creates opportunities for brands to tell their stories in new ways.
Doug Scott and Matt Doherty discussed how the idea of TV might be a thing of the past, but the stories that drive our content will always be our constant. Our variable? Telling. Telling has evolved due to the primary role of digital in our lives and disruptive innovation which has given us the ability to craft transmedia experiences. Transmedia has brought about a new set of creative tools and narratives that are rooted in content, formed by context and crossed by all things culture. Are you a story? Or are you a teller?
Chromecast, Google Play, Apple TV, Roku, Aereo: these are just a few examples of next-generation TV.
In the last year, nearly two million Americans cancelled their cable TV service. “Cord cutters” and “cord nevers” everywhere are migrating towards new TV options that are not only smarter technology, but also less expensive.
This presentation highlights which smart TVs, set-top boxes, streaming sticks and mobile apps are leading the competition, what products should be on your radar, and how consumers today have a lot of options.
Michał Giera: Davy Jones i jego smartfon, czyli piractwo na rynku mobile.Mobile Trends
Piractwo ma swoją długą i bogatą historię na desktopie. Dziś zarówno podejście konsumentów, jak i twórców, jest zupełnie inne niż 5-15 lat temu. Jak to jednak wygląda na rynku mobile? Jakie nauki developerzy wyciągneli już z zachowań mobilnych piratów i jakich kroków możemy się spodziewać?
Ian Hetherington Games Industry presentation How-Do Vision+Media AGM 2010Vision+Media
Games industry expert Ian Hetherington shares his thoughts on the future of the games industry, taking in console production, but mainly the rise of mobile, app based and social network gaming. Ian is a Vision+Media board member, Chairman and Chief Strategy Officer for Realtime Worlds http://www.realtimeworlds.com/
Mobile will dominate the digital world included games. That's why smartphones will be more and more the center of people's life and phone users are becoming even more avid players. In this presentation Neomobile shows the evolution of the games on mobile starting from the very first Snake on Nokia, landing to the new colorful world of smartphone where Angry bird become an icon of the mobile games.
If you want to learn more about the world of mobile gaming read the following article:
'Mobile Gaming Momentum – Neomobile’s immersion in the world of HTML5 games' - See more at: http://www.neomobile-blog.com/html5-mobile-game-momentum-neomobile-invests-boostermedia/
The history of digital gaming has been widely celebrated from all generation. Although video games would not reach mainstream pop-culture in mid 1970’s as arcade games, video game consoles or even computer games to the general public, the mobile gaming started way later in the year 1994.
Fabio Viola's GameConvention Online 2010 speech note - July 9 Leipzig. A digital gaming overview, including hot trends from mobile gaming to social gaming, with a strong focus on the italian market.
[Inside Social Apps 2010 - San Francisco ] Hello everyone, my name is Sebastien de Halleux and what I’ll talk about over the next 30 minutes or so is about The Evolution of Games, and specifically lessons from gaming platforms past.. Most of today is about social games and the future of the game industry, so I wanted to take a step back and hypothesise what the past can potentially teach us about the future.
Come cambiano i turismi nel XXI secolo? I videogiochi rappresentano il linguaggio espressivo dominante di questo secolo modificando gli immaginari turistici e culturali. Miliardi di persone videogiocano e vengono influenzati dalle location del giochi decidendo di visitare i luoghi originale. Questo è il turismo videoludico, game based tourism, e la presentazione racconta le strategie e gli esempi portati avanti negli ultimi anni. Hotel pensati per i gamer, località che attraggono i turisti degli sport elettronici, il fenomeno delle playable city e dei luoghi diventati iconici grazie ai videogiochi da Assassin's Creed a Monteriggioni fino a Father and Son a Napoli.
Conoscere i modelli economici, sociali, tecnologici e di interazione dei videogiochi apre le porte alla comprensione dei metaversi. Da Fortnite, Minecraft, Roblox fino a The Sandbox e Decentraland passando per Axie Infinite, scopriamo modelli play to earn, nuove figure professionali e le modalità di game design delle esperienze del XXI secolo. Dal talk di Fabio Viola per OIES ad Enada 2022, Dai Videogiochi ai Metaversi.
Today video games represent an important cultural and artistic expression; they have entered the permanent collections of museums (MOMA), videogames museum are born (Computerspiele Museum in Berlin) and they are an embody evidence of new intangible heritage.
Furthemore they represent an extraordinary tool to support cultural policies (audience development, audience engagement, audience activism...)
Introdurre la gamification ed il design dei videogiochi nella gamblind industry per generare nuove revenues ed esplorare modalità di coinvolgimento e fidelizzazione dei giocatori. Metaverse, NFT, blockchain, gamification design, realtà virtuale, realtà aumentata
The Interactive culture in the XXI centuryFabio Viola
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? Slides from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
Coinvolgere dipendenti e consumatori: Engagement Centered DesignFabio Viola
Engagement Centered Design come chiave operativa di aziende ed enti pubblici per vincere la sfida con i pubblici del nuovo millennio. Questa presentazione è tratta dalla masterclass tenuta dall'engagement design Fabio Viola presso il Digital Learning Tour.
Mi scuso per eventuali errori di formattazione in fase di upload di Slideshare.
The Playable Museum - Building the Museum of FutureFabio Viola
Museums are extraordinary time machines for travelling into the past, but what about the Present and, above all, the Future? Museum should be the place for creators and entrepreneurs from all around the world, the hose for those can imagine and design the future.
Gioco e videogioco nella scuola italianaFabio Viola
Il game designer Fabio Viola spiega l'importanza di introdurre il gioco ed il videogioco nel sistema scolastico italiano come parte integrante dei processi di crescita ed apprendimento individuale.
Estratto dell'intervento del 9 Febbraio 2018 presso "Parole a Scuola".
Il gioco come strumento di crescita umanaFabio Viola
Giocare dovrebbe essere il "lavoro" dei nostri ragazzi. Fondamentale nei primissimi anni di vita, scompare progressivamente complici le famiglie ed il sistema scolastico che pongono un accento negativo sull'atto di giocare. Eppure sempre pià studi convergono nel definire l'importanza per la crescita personale, sociale ed accademica dell'individuo. Pià si è esposti ad un giocare di qualità da piccoli migliori saranno le chance di diventare un adulto migliore.
Game Based Classroom - Game Designer for a better schoolFabio Viola
Sogno una scuola in cui il gioco ritorni ad essere elemento centrale per l'apprendimento. Sogno un approccio multidisciplinare in cui docenti e game designer lavorino insieme per ripensare strutturalmente i curricula.
Come il gioco ed i videogiochi possono entrare nelle nostre classi?
Audience Centered Design per la culturaFabio Viola
L'audience centered design è un metodo progettuale e di design delle esperienze applicabile in ogni ambito, incluso il mondo culturale. Il modulo tenuto da Fabio Viola al Master in Digital Heritage alla Sapienza di Roma sviluppa nuovi modelli applicabili a musei, biblioteche, festival.
Emotions and Engagement by design in RetailFabio Viola
Venti idee per rendere unico il tuo business retail fisico e digitale ponendo al centro della tua strategia e design il principio del coinvolgimento o engagement. Fabio Viola è un gamification designer di fama mondiale che aiuta aziende ed enti pubblici a connettersi col proprio pubblico.
Videogiochi, gamification, giochi pervasivi, augmented reality games, virtual reality games alternative reality games possono aiutare a ripensare e riprogettare le nostre città, gli spazi urbani in cui viviamo ed il concetto di coinvolgimento e partecipazione attiva della cittadinanza. E' l'idea di Playable City.
I videogiochi sono destinati a diventare uno straordinario tool per la promozione turistica dei territori. Solo in Italia sono oltre 300, per un totale di oltre 500 milioni di persone raggiunte, le produzioni totalmente o in parte ambientate nel nostro territorio. Assassin's Creed, Tomb Raider, Watch Dogs e tantissimi altri che stanno concorrendo a far conoscere e scoprire le nostre bellezze ad un pubblico mondiale.Come e perchè è doveroso comprendere questo fenomeno ed integrralo nelle proprie politiche, nelle slides del mio keynote alla BTO2016 di Firenze.
Videogame e gamification per la formazioneFabio Viola
Il futuro della formazione passerà attraverso la capacità di coinvolgimento degli studenti. Spesso fallimentare in classe o sul lavoro, manifestano invece capacità di problem solving, creatività, leadership e pianificazione nei video-giochi. Come utilizzare giochi e gamification per coinvolgere e motivare le generazioni dei millenials e Touch? L'engagement guru Fabio Violane ha discusso in un webinar per la Regione Toscana su piattaforma Trio.
Audience Development ed Engagement culturale e musealeFabio Viola
Come raggiungere e coinvolgere nuovi pubblici in ambito museale e culturale? Conoscere il propro pubblico attraverso strumenti di analytics, allinearsi alle aspettative digitali della generazione dei Millenials e Touch ed introdurre elementi di gamification e interazione per portare finalmente il Museo fuori dal Museo. Slides tratte dall'intervento di Fabio Viola al VII Convegno Associazionale Nazionale Piccoli Musei
Italytodo: La piattaforma di turismo culturale in ItaliaFabio Viola
ItalyTodo è la prima piattaforma italiana per scoprire, prenotare ed acquistare esperienze di turismo e cultura in Italia. In un solo website oltre 11000 musei e luoghi culturali e centinaia di esperienze da vivere per il turista italiano e straniero.
10 Ways to Innovate the Retail Industry with Engagement and GamificationFabio Viola
The rise of new generations of shoppers require a deep change in the retail industry. The engagement scientist and top 10 Gamification Guru Worldwide Fabio Viola explores 10 (unexpensive) ways to innovate your physical and online shopping experience.
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HR recruiter services offer top talents to companies according to their specific needs. They handle all recruitment tasks from job posting to onboarding and help companies concentrate on their business growth. With their expertise and years of experience, they streamline the hiring process and save time and resources for the company.
What is the TDS Return Filing Due Date for FY 2024-25.pdfseoforlegalpillers
It is crucial for the taxpayers to understand about the TDS Return Filing Due Date, so that they can fulfill your TDS obligations efficiently. Taxpayers can avoid penalties by sticking to the deadlines and by accurate filing of TDS. Timely filing of TDS will make sure about the availability of tax credits. You can also seek the professional guidance of experts like Legal Pillers for timely filing of the TDS Return.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
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RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
2. Mobile Gaming History . 1997 : The first mobile gaming embedded on Nokia 6110 – Snake (400 milion units) 1999 : Wap games launched across telcoms (Nokia 7110s). I-Mode -DoCoMo propretary standard in Japan! 2001 : Downloadable mobile games (java enabled phone Nokia 3410 and Siemens M50 colour screen) 2002 : Italian telcoms launch gaming area on the decks 2003 : Color phone/ Nokia N-Gage 2004-2005 : First Multiplayer turn based/real time 2006 : The Year of 3D Games 2008 : Apple change the mobile gaming world
3. Market Figures TODAY : Mobile Data Services $180bilion 2008 (20% contents) TOMORROW : Mobile Data Services $340bilion by 2013 TODAY: Mobile gaming $3 bilion 2008 TOMORROW : Mobile gaming $6.8 bilion by 2013 (In-Stat) $26.8bilion Film Industry 2007 $41.9 bilion Videogames Industry 2007 $30-40 bilion Music Industry 2007
4. Mobile Games Revenues by Regional In Italia il mercato del mobile gaming ha generato circa 71 milioni di euro nel 2007
12. E THE FUTURE: 3D + 3D Gamers are high-spender + Console/PC/Arcade perfect + Hardcore users + Ecosystems and high end devices 3D powered - Old mobile phones off - Expansive - N-GAGE NOKIA JAVA Real Football 2009 by Gameloft
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16. THANKS FOR YOUR ATTENTION Fabio Viola , Founder of Mobile Idea s.r.l. and DigitalFun s.r.l.