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Accepted for/Published in: JMIR Serious Games

Date Submitted: May 21, 2024
Date Accepted: Jul 16, 2024

The final, peer-reviewed published version of this preprint can be found here:

Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial

García de Alba-Chávez CA, Espinosa-curiel I, Michel-Nava RM

Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial

JMIR Serious Games 2024;12:e60771

DOI: 10.2196/60771

PMID: 39116437

PMCID: 11346082

Exploring the Impact of a Persuasive Serious Video Game on Promoting Home Gardening among Novices: Design and Evaluation Study of Farmily

  • Carlos A García de Alba-Chávez; 
  • Ismael Espinosa-curiel; 
  • Rosa M Michel-Nava

ABSTRACT

Background:

Home garden agriculture is crucial for global food security and family self-sufficiency, but it faces worldwide challenges and requires innovative promotion approaches. While numerous studies explore the educational benefits of serious games in agricultural sceneries, few investigate their impact on players' thoughts, attitudes, or behaviors, highlighting the untapped potential of persuasive video games in agriculture.

Objective:

This study aimed to describe the design, development, and assessment of the effectiveness of Farmily (Farm + Family), a persuasive video game promoting self-sufficient home gardening among novice enthusiasts.

Methods:

Participants aged 20-50 were randomly assigned to a control group (1.5-hour workshop) or an intervention group (1.5-hour Farmily session). Pre- and post-intervention assessments were conducted. We evaluated its impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens for self-sufficiency. Additionally, we investigated the user enjoyment and the relationship between user enjoyment and the game's effect outcomes.

Results:

The intervention group significantly improved their knowledge, attitude, self-efficacy, and intention to initiate home gardens. Farmily demonstrated similar effectiveness in knowledge transfer and had a more significant impact on other variables than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlates with user attitudes and self-efficacy, yet no discernible association has been observed between user enjoyment, knowledge, and intention.

Conclusions:

Evidence indicates that Farmily is a viable tool for promoting home gardening among novice agriculture enthusiasts. Additionally, we found that the player's gaming experience positively relates to the player's attitudes and self-efficacy. A well-powered randomized controlled trial with more diverse samples and extended follow-up periods will be conducted to establish its long-term efficacy and gain a deeper understanding of the influence of enjoyment on game outcomes.


 Citation

Please cite as:

García de Alba-Chávez CA, Espinosa-curiel I, Michel-Nava RM

Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial

JMIR Serious Games 2024;12:e60771

DOI: 10.2196/60771

PMID: 39116437

PMCID: 11346082

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