Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
2. About
imaginary
Founded in 2004, imaginary's
multi-disciplinary team has been developing innovative but practical solutions in areas such as simulations, serious games and digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train, assess and empower staff to provide competitive advantage and build a sustainable future.
3. The world aroundus
Society isageingand costs of care for the elderly are increasing.
Training and education need to be more motivating, inclusive, social and easily connected to real life situations.
Energy efficiency, green mobility and economic growth in urban environments need to be fostered.
The latest generation of “digital natives” demand engagement and interactivity in every aspect of their lives.
4. Our Value Proposition
In such a demanding environment, imaginary’s multi-disciplinary team produce applications which engage and empower all generations of users.
imaginarydevelop solutions that address the challenges of the attention economy through the innovative use of immersive technologies, simulations, serious games and the latest gamification strategies.
5. The Benefitsof Simulations
and Serious games
Rich
Experiences
Engagement
and Interactivity
Immediate
Feedback
Versatility
of Design
Support for Reflection
Spontaneous
Action
Immediateuse
of knowledge
gained
7. -eHealth
-Smart Communities
-Education and Training
-Marketing and Communication
Application Areas
The solutions described in the examples that follow can be developed for and/or re-used in many different applicationareas.
10. Ability
Abilityisan experientialgame-basedhome environmentfor cognitive and physicalrehabilitation. Games are suitablefor interactiveuse with the latestimmersiveinteractivetechnologiessuchasMicrosoft Kinect and OculusRift.
11. Pegaso
The PEGASO game isa mobile social game designedspecificallyfor teenagers to sensitizethemand modifytheirlifestylehabitsby encouraginghealthynutritionwhichcan avoidobesityand resultinghealthproblems.
12. SmartSociety
SmartSociety is a hybrid system in which
humans and machines work in very close
collaboration. Users will access this system
through imaginary’s gamified city to use and
contribute to touristic services.
WATCH THE VIDEO
13. Green Mobility:
ECO-DEALERS
ECO-DEALERS is a mobile game designed to raise citizen awarenessof green mobility.
The game is accessible through Android smartphones and is based on a mechanism of rewardsand shared experience(missions can be tackled with the help of other users).
WATCH THE VIDEO
1,
2
14. Urban Sustainability:
ASPIS
The3DSeriousGameASPISaimstoraisecitizenandprofessionalawarenessabouturbansustainabilityandinvolvetheminthedecisionprocessesassociatedwithit.
Theplayerisinavirtualcityandhehastocompleteseveralquests.Hewillinteractwithstakeholdersandobjectswithinthesceneslearningprinciplesofurbansustainability.
WATCH THE VIDEO
FREE to play here
15. Virtual Hospital:
Think Better CARE
Set in a 3D virtual Hospital this game
aims to train nurses around complex
dialogues and stressful situations.
A virtual tutor accompanies the user
during the whole game experience,
giving feedback and helping to
manage specific situations.
WATCH THE VIDEO
60% of the healthcare staff who tested the
game evaluated it as a positive method to
experience new working situations they
could encounter.
16. Managing emergency
situations: Rescue
League
Set in a 3D virtual hospital which was
damaged by an earthquake, this game is
designed to offer training for emergency
volunteers dealing with stressful
situations and applying procedural
knowledge.
A virtual tutor accompanies the user
during the whole game experience,
giving feedback and helping to manage
specific situations in a better way.
70% of the volunteers who tested the game
stated it helped them to better understand
the working procedures they have to follow.
17. Safety construction site
Hazards and risks can be reduced by training engineers in a virtual construction site. The game unfolds using ordinary activities and unexpected, urgent accidents in a farm under renovation.
CONSTRUCTION
SITE
18. Team Work: Manager Life
Manager Life is a virtual role-play, based on characters (1 tutor and a maximum of 7 users) within a 3D meeting room.
The game was designed to be used for negotiation training within a team.
WATCH THE VIDEO
19. WATCH THE VIDEO
Improving social
interaction: iSpectrum
This serious game is targeted at people
affected by Autistic Spectrum Disorders
and their families.
Through 3 different scenarios: an office,
a minimarket and a gardening centre,
the virtual working environment offers
users the opportunity to prepare
themselves for job interviews, and so
acquire the necessary know-how to deal
with critical situations in the workplace.
Trainers said: it was really useful. It affected
users emotions and their learning process.
ASD users said: It showed me important
aspects of ‘how an office works in reality’.
20. About 100 users plus a panel of experts
demonstrated the overall applicability and
the effectiveness of the e-VITA serious
games for intergenerational learning.
FREE to play at
http://evitaproject.seriousgames.it
e-VITA games give the younger
generation the chance to virtually
experience life in 20th century Europe
captured through the stories and memories
of people who lived in Europe before
the European Union was established.
e-VITA
21. Like Factory
Like Factoryisa game explaininga computer’sarchitectureaccordingto Von Neumannstartingfrom verycommon and wellknownoperationssuchas«liking» a post in Facebook.
22. Educating for multiculturalism:
ImREAL -business
This simulation based on self-regulated learning targets multiculturalismand increasing awareness of cultural differences in 3different businessscenarios - job interview; business dinner; appointment at the airport.
Through an integrated social network users are encouraged to sharetheir experiences with each other.
WATCH THE VIDEOS
1,
2
23. MillenniumHospital
an innovative interface
to an LMS system
MilleniumHospitalisan interactive, gamified3D hospital wherea surgeoncan interactwith game-basedmedicalcontent, navigate environments, accesse-learning lessonsand learninteractvelywith peers.