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Planet

Planet

What is Planet?

The question to ask in this case is therefore quite simple: “How can I spark interest in the people I’m training and educating?” “The answer, contrary to what one might think, is actually quite obvious: by entertaining them and sparking their curiosity.” And this is where the virtual world and gamification come directly into play—through the set of practices, principles, and approaches that make up this field and are specifically designed to engage the user and, consequently, spark their interest. It should be emphasized at this point that fun in and of itself is not the real goal, but rather a means to generate interest and thereby facilitate learning.

The year is 2023, three years after the founding of Net-Education.

We now live in an age where the sheer volume of information makes it extremely easy for users to get distracted. It has become difficult and complex to “communicate” using traditional tools, even when supplemented by tools such as social media and apps. The training programs created by organizations and institutions must, therefore, make training and education as effective, fast, and engaging as possible. As a result, there is a growing trend toward enriching educational packages with videos, cartoons, and online games. But that’s still not enough. This is how Net explains its decision to try to put the slogan “a better world starts with you” into practice. “PlaNet – The Fortress of Sustainability” is launched. A fully 3D, interactive virtual environment, available directly and for free on the web, with no need to download any applications. The first phase of Net S.p.A.’s new digital revolution. PlaNet was developed in an interactive 3D environment inspired by Palmanova’s Piazza Grande, a perfect hexagon at the heart of a fortress—which, in PlaNet, is meant to symbolize sustainability. The hexagon, however, is shaped and reshaped to resemble a flower; each of the six petals represents the main categories of recycling—from plastic to paper, from glass to organic waste—covering everything from unsorted waste to the recycling center. Each “petal” of the recycling system thus becomes a demonstration pavilion—but above all, an informational one—offering users—who will navigate and interact through customizable avatars — video tutorials, in-depth articles, presentations, and useful contact links, reporting forms, as well as specific sections dedicated to municipalities and schools, highlighting the main activities of Net S.p.A.. On PlaNet, the historic websites netaziendapulita.it and net-education.it, along with all of the company’s social media pages, are featured at the center of the square. PlaNet therefore provides Net S.p.A. with an immediate access to a powerful and innovative communication tool to, on the one hand, begin promoting environmental best practices among the population it serves and, on the other hand, demonstrate to stakeholders that adopting cutting-edge technological solutions is more necessary than ever to engage all generations, all in perfect synergy with traditional communication activities.

Phase Two of PlaNet

A properly gamified virtual platform can prove to be the best tool available, since “play” has always been the most effective way to engage users: an experience structured to utilize the dynamics and logic typical of “games” for purposes beyond mere entertainment. The future is already here, and PlaNet is beginning to expand with a game: “PlaNet – The Flower of Recycling.” By customizing your avatar, you can immerse yourself in interactive games across multiple levels or interact with the eleven animated statues surrounding the square: in the true history of Palmanova, each of them represents one of the fortress’s general administrators; we’ll find out in the near future what they’ll become in PlaNet. All of the city’s radial streets branch out from and converge on the heart of the fortress: they could become space-time portals that teleport avatar users to the mountains, to the banks of a river or the lagoon, or even to other cities and symbolic locations in Friuli-Venezia Giulia. PlaNet’s recycling initiative can expand indefinitely by connecting all areas of the region and fostering interaction among them, using the game to spread messages of environmental awareness and useful tips on sustainable lifestyles. The various levels of the game will feature content suitable for all ages, accessible to both Millennials and Generation Z (who are already avid video game players), to provide a broad range of content targeting players aged 6 to 99. Since this is an interactive learning experience, the game will allow players to learn by doing and to internalize the course content on a personal level. The platform will be open to all users, particularly those associated with schools, without, however, excluding other groups who will be able to easily use the platform, which will be accessible via a web browser on all digital devices, such as PCs and/or mobile devices. Even in the context of the “Metaverse,” this solution will already be ready to design and implement activities that the market will demand in the near future, such as virtual service counters.

Public-Private Partnerships.

Simtech is the perfect technology partner for a digital revolution. Recognized as one of Italy’s top four startups at the Call Connext 2021 event organized by Confindustria, Luiss, and Rete Impresa, the company stands out at the European level for its development of new 3D technologies related to gamification. In particular, it develops web-based solutions that enable interactive, game-like experiences through the creation of fully-fledged, real-time, dynamic, and explorable 3D worlds, with the goal of educating and informing users through targeted activities. Serious games use the enjoyment of play as a learning tool. In an interactive three-dimensional environment, perception, imagination, memory, skills, and attention are stimulated to achieve educational and training objectives. The virtual environment that is created gives the impression of being within the confines of a place other than the real one, making the learning process itself more enjoyable.

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