Serious play practises and the creation of the brand. An analysis of effects of serious play methods among all stakeholder involved.

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dc.contributor.advisor Nordio, Cristiano it_IT
dc.contributor.author Giarratana, Antonio <1994> it_IT
dc.date.accessioned 2021-06-28 it_IT
dc.date.accessioned 2021-10-07T12:38:02Z
dc.date.issued 2021-07-14 it_IT
dc.identifier.uri http://hdl.handle.net/10579/19749
dc.description.abstract Having a brand strategy today is no longer an opportunity but a necessity to be able to be competitive in increasingly global markets. Branding, a concept as important for all companies as it is difficult and complex to build effectively, seems to be an insurmountable obstacle for Italian companies, especially small and medium-sized ones. This has quite a negative impact, leading companies to remain in the shadows. Starting from the literature on branding, I decided to tackle this problem of building a brand in support of a Sicilian company operating in the renewable energy sector "F.E.R. S.r.l.", whose identity is completely doublelinked to the reputation of the people who work there. The objective of this thesis is to determine how it is possible to create a brand for small and medium-sized enterprises where company culture and communication are almost non-existent, and to analyse the beneficial effects of serious play methods adapted to brand building. Several questions were asked on how to involve all the members of a company who are not used to internal dialogue and know little about the theory of branding, to build from the inside and, above all, to understand once and for all the mission, the values, culture and have a clear vision for the future. After several searches, I came across gamification and serious play, which immediately fascinated me. Deepening both concepts, I decided to find something that would make business meetings more effective and efficient by involving everyone, while transmitting complex notions, such as branding, at the same time. "Ain't a Game Ltd" - a company founded by players, which is providing advice to accelerate innovation and growth of companies - has created gamified tools, which can answer my questions. After examining the literature on branding and gamification, using the "action-research" methodology, several meetings took place within the company. It was not easy, especially in the first meetings because theoretical knowledge was almost non-existent among the members of the company, the vision was somewhat self-referential, the company's reputation linked exclusively to the people who work there, and the only communication happened mainly by word of mouth. However, after several bounces between theory, practice and the implementation of serious play, together with the participants it was possible to create the business brand, avoiding long boring days of brainstorming and managing to keep the participation high. it_IT
dc.language.iso en it_IT
dc.publisher Università Ca' Foscari Venezia it_IT
dc.rights © Antonio Giarratana, 2021 it_IT
dc.title Serious play practises and the creation of the brand. An analysis of effects of serious play methods among all stakeholder involved. it_IT
dc.title.alternative Serious play practises and the creation of the brand. An analysis of effects of serious play methods among all stakeholders involved. it_IT
dc.type Master's Degree Thesis it_IT
dc.degree.name Management it_IT
dc.degree.level Laurea magistrale it_IT
dc.degree.grantor Dipartimento di Management it_IT
dc.description.academicyear 2020/2021-Sessione Estiva it_IT
dc.rights.accessrights closedAccess it_IT
dc.thesis.matricno 878412 it_IT
dc.subject.miur SECS-P/08 ECONOMIA E GESTIONE DELLE IMPRESE it_IT
dc.description.note it_IT
dc.degree.discipline it_IT
dc.contributor.co-advisor it_IT
dc.date.embargoend 10000-01-01
dc.provenance.upload Antonio Giarratana (878412@stud.unive.it), 2021-06-28 it_IT
dc.provenance.plagiarycheck Cristiano Nordio (cristiano.nordio@unive.it), 2021-07-12 it_IT


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