Does playing games make farmers more innovative?

Hammann Julia, Kariuki Rahab, Kuria Nengapate, Mogere Daniel, Muthike Wairimu, Oberoi Zeena, Olagunju Ijeoma, Peterson Nathaniel, Schun Laura

The Aha! Moment_3

SECTOR

Aha moment

PROJECT TYPE

Qualitative research

Location

East Africa

BEHAVIORAL THEME

Gamification | Processing information
OVERVIEW

Farmers used to learn about new scientific research and knowledge relevant to their practices through direct interaction with someone introducing them to new methods. Now farmers can directly and swiftly receive information about agricultural innovation on their phones. But digital information is also  likely to be misunderstood, ignored or buried under a sea of other notifications. 

THEMATIC AREAS

Gamification has helped to keep information front of mind for other areas, such as health. Games are like skits: they bring information to life. For example, a digital game could support decisions on what and when to plant for a more successful harvest. Will gamification work in agriculture?