TLC Games 2026: From the Online Challenge to the Finals in Naples

30 March 2026|CNIT Events, News

The 2026 edition of the TLC Games – Telecommunications Olympics, an initiative promoted by the RESTART Program and organized by the National Interuniversity Consortium for Telecommunications (CNIT), concluded with great success in Naples. The event consisted of two phases—an online competition and an in-person final—involving students from all over Italy, with a focus on skills, innovation, and team spirit.

From the Online CTF to the Selection of Finalists

The first stage of the 2026 TLC Games took place online, featuring a CTF (Capture The Flag) competition that saw the participation of 31 teams and over 160 students from institutions across Italy.

In this phase, participants tackled technical challenges and complex problems related to the world of telecommunications, demonstrating analytical skills, speed of execution, and collaboration. This was a crucial test that allowed for the selection of the four finalist teams, ready to compete in the final event.

The In-Person Final in Naples

The final competition took place on March 23, 2026, at the Città della Scienza complex in Naples, which was transformed for the occasion into a hub for innovation and experimentation.

The four finalist teams competed live in an intense contest, consisting of theoretical and practical tests that put their technical skills, problem-solving abilities, and teamwork to the test. The competition, which began at 9:30 a.m., unfolded throughout the morning with four high-tech challenges.

To make the experience even more immersive, innovative technologies and interactive installations were used: among these, the challenge proposed by the University of Rome Tor Vergata, based on a hunt for data held by a robot dog, and the holographic cylinder developed by Logogramma, capable of interacting with participants through a digital avatar inspired by the painter Luca Giordano.

This approach fostered new and dynamic learning methods, encouraging students to find creative solutions in complex contexts.

The winners of the 2026 edition

  • First place went to the Latency Zero team from IIS Aldini Valeriani in Bologna.
  • Second place went to the Pascalini 2.0 team from ITET Blaise Pascal in Foggia.
  • Third place went to the Stephen Hop-King team from ITI P. Hensemberger in Monza.

Fourth place went to the Spikkiettisti team from IISS Luigi Dell’Erba in Castellana Grotte (Bari), who nonetheless distinguished themselves among all participating teams.

The top three teams received cash prizes of €5,000, €3,000, and €2,000, respectively, to support activities and training programs in the field of telecommunications within their schools.

A bridge between school, university, and business

The day concluded with a scientific discussion led by the three creators of the TLC Games—Prof. Lorenzo Bracciale (University of Rome Tor Vergata), Prof. Laura Galluccio (University of Catania), and Prof. Giuseppe Ruello (Federico II University of Naples)—followed by the session “Telecommunications: Where Opportunities Arise” featuring representatives from the business world.

“The TLC Games serve as a concrete bridge between schools, universities, and the business world, capable of fostering curiosity, skills, and a vision for the future of telecommunications among young people,” said Professor Giuseppe Ruello. “This year’s extraordinary turnout and the level of the challenges confirm just how essential it is to invest in the education and talent of the younger generation.”

“The spread of this type of initiative is essential, because we are in the midst of a digital transformation that is changing work and organizational models. Skills are central to navigating this landscape, which is why it’s important to continue investing in activities like these—ones that focus on young people, speak their language, yet allow them to tackle challenges similar to those in the professional world. And why not encourage them to embark on a career in telecommunications, moving from the virtual to the real world?” said Professor Laura Galluccio.

“This means looking to the future, contributing to the training of the new generations who will work in the telecommunications sector. A commitment aimed at introducing the sector to young people, bringing them into concrete contact with professional opportunities, and seeking to align expectations and aspirations. And it is important to note that this type of program is offered by Italian universities, for Italian students,” concluded Prof. Bracciale.

The 2026 edition of the TLC Games continues to be an experience that brings together education, research, and innovation, offering students a real opportunity to test their skills and gain exposure to a sector that is strategic for the country’s development. This initiative uses games as a starting point to build practical skills and help train the next generation of telecommunications professionals.

Info: https://www.tlcgames.it/

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