Main Menu

The Value of Play

The Value of Play

The Value of Play

“We started out as a niche reality and are now growing steadily, trying to create videogames that provide true value to the time spent playing, both as donations to non-profit agencies and in terms of educational content. In other words, we want to convert the time spent playing videogames into something with greater value.”

 

Nicolò Santin, co-founder of the Gamindo start-up, presented his professional experience to the parents attending the second session of  Generations On-line, a cycle of meetings promoted by Project CS First to address the great challenges of digital life and orient young men and women towards scientific careers without prejudices [see news: Orienting Children].

 

The third meeting of Generations On-line, which will be held on March 31 at 18:30, is dedicated to Gender Prejudice in STEM Subjects [to participate].



 

 

“The idea was conceived in a bizarre manner, by reading an article about the Rapper Psy who thanks to his video of Gangnam Style collected 4 million after the first billion visualizations on YouTube." So, Nicolò began thinking about advertising, videogames and donations. You can still find the paper describing his thesis on-line, which planned to subminister two thousand questionnaires, for his degree in Economics and Business at the Venice “Ca' Foscari” University. From Treviso to the Beach, that boy distributed smiles.

 

“I graduated in economics, so I didn’t study computer science, but recently I have met a lot of people in this sector: software engineers, game developers, etc. And I understood that in order to develop a tech company, you need more than a good idea, you need someone who will ground it. We made the first prototype of this game.”

 

“You can tell by my accent that I’m from Veneto. We are a videogame company based in Treviso, but there no longer are any boundaries now between Treviso, Milan and Los Angeles. Everything is global, liquid, and this allows us to work with clients like Google, Lavazza, and Barilla or develop videogames for Chiara Ferragni. We can scale up to a global level very rapidly.”

 

“Three billion people play videogames. They are of all ages and the average age is not that young. It’s 34. The target of Candy Crush, for example, is women aged over 40.”

 

“I work with my co-founding partner in the Treviso office. Everyone else is smart working from different cities: Naples, Milan, Pordenone. My grandfather used to make shoes …”

 

Thanks to Project  Computer Science First,  the Fondazione Mondo Digitale promotes this free platform created by Google in schools to promote the development of computational thinking and soft skills in a fun and exciting manner, integrating core didactic activities with more efficient methodologies.

 

 

Con il progetto Computer Science First la Fondazione Mondo Digitale diffonde nelle scuole la piattaforma gratuita creata da Google per sviluppare in modo coinvolgente e divertente il pensiero computazionale e le competenze trasversali e integrare la didattica delle discipline curricolari con metodologie più efficaci.


 

Other news that might interest you

Get updated on our latest activities, news and events