“After all, what is life if not one of the most fantastic and risky games imaginable?
Putting the game into the business is the most serious action we can make.”
Zeranta or “00” in ancient mathematics is the number which gives exponential value to what is next to it. So Zeranta is this exponential factor that ntroduces the positioning of our work and defines the relationship with our clients. We are designers of Human Experiences applied in different fields: training, events, video and cultural production, museums and digital environment.
Edutainment innovators for over 10 years. In all our designs we try to combine the good and the beautiful.
The beautiful is the game, the art, the fun while the good is the knowledge, the culture and our professionalism.
Our best projects
The Immersive Museum: Canova Thorvaldsen
Love&Enjoy, the contemporary art
Walk & Learn, camminando si impara
The 'Made in Italy' in Dubai
App The Feedback
Educational webserie for Expo 2015
We carry out the entire communication campaign process, including concept design, copywriting and transformation into practical tools: video productions, infographics, signage and guerilla marketing, sites and apps.
We are specialized in internal communication projects, advertising campaigns and corporate social responsibility projects.
Events & Festival
Over the last ten years we’ve been designing great and big events.
Our founder Jader Giraldi has been the creator and the artistic director for “ConoscenzaInFesta”, an international festival and the main event of the CRUI.
We’ve been producing events for University of Udine, ISTAT. With the Italian Ministry of Education we have designed the experience of Piano Nazionale Scuola Digitale.
Every year we organize several International Meetings and Road Shows for italian and foreign multinational companies.
In 2011 we realized the first exhibition project at the “Museo del Risparmio” and we focused on gamification experiences and educational paths with audio guides for art exhibitions, museums and temporary installations.
In 2017 we worked to the realisation of a 360° circular cinema screen, the first in Italy, for the MAV, the archeologic digital museum in Ercolano (Naples).
This year we’ll realize a museum in Riad, in partnership with MCA Architects studios.
Training & Change Management
Management consulting, coaching, planning, classroom and delivery training. Integrated projects of classroom and distance learning via app and video courses.
Training for us is crossmedial and often used within change management projects. We have followed various companies in reorganizations and fusions, directing the processes and the communication.
We are specialized in the production of classroom formats with action learning methodologies, role-playing games, business theatre.
Over ten years of works have led to the creation of a dedicated division that has made different productions such as a featured movie, several smaller cinematographic works and documentaries, some web series, commercial ads and thousand of educational videos and business tutorials.
Our video tecnological division, started as home production, over time has grown and in recent years has also enriched itself with equipment for the production of 360° video.
In our division’s lab in Bologna we design and create softwares and contents for immersive and augmented reality and experiment mixed combinations to create interactions between digital, kinesthesic and auditory experience.
The application of Virtual experiences is dedicated to museums but also to commercial and organizational paths.
Manuale di Edutainment
Relying on imagination, reading reality with original lenses to compare heterogeneous worlds helps to interpret complexity with a broader view.
This also applies in the field of learning, where a playful perspective combined with a context of knowledge acquisition enhances skills and stimulates thinking
Crises and uncertainties, the fourth industrial revolution, digital modes, these are challenges that nowadays require a training approach and management far from the canons of the frontal lesson or traditional methods that, although consolidated, are no longer able to represent an increasingly composite and articulated reality.
Putting the game into the business is the most serious action we can make.