Precision Agriculture ’21 2021
DOI: 10.3920/978-90-8686-916-9_96
|View full text |Cite
|
Sign up to set email alerts
|

96. Increasing adoption of precision agriculture via gamification: the farming simulator case

Abstract: Even though precision farming (PF) technologies offer apparent on-farm and off-farm benefits, their adoption rates depend on the type of technology. A lot of efforts are put towards increasing interest among farmers and other actors and motivating them to use PF techniques. Among others, gamification is a popular method that is being increasingly used not only in agriculture but in many other disciplines. This study describes the implementation of PF principles as an added application or downloadable content (… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
3
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
2
1
1
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(3 citation statements)
references
References 7 publications
(6 reference statements)
0
3
0
Order By: Relevance
“…This understanding motivated a recent study that used the video game Red Dead Redemption 2, which exploited the game’s established popularity, realism and entertainment value to successfully demonstrate the educational value of games in learning natural history (Crowley, Silk, and Crowley 2021). The hyper-real popular video game Farming Simulator, which is already played by farmers (Lane 2018), might serve a similar role in future studies of games in agriculture, and indeed Pavlenko et al (2021) have already had some success building a ‘mod’ for this game to encourage the adoption of precision agriculture technologies. Alternatively, future projects might do better to use real-life imagery rather than 2/3D models to simulate agricultural environments; this ethos is already being successfully deployed by the ‘3D farms’ project centered around virtual reality to overcome logistically and accessibility challenges in agricultural training (Barber 2016).…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…This understanding motivated a recent study that used the video game Red Dead Redemption 2, which exploited the game’s established popularity, realism and entertainment value to successfully demonstrate the educational value of games in learning natural history (Crowley, Silk, and Crowley 2021). The hyper-real popular video game Farming Simulator, which is already played by farmers (Lane 2018), might serve a similar role in future studies of games in agriculture, and indeed Pavlenko et al (2021) have already had some success building a ‘mod’ for this game to encourage the adoption of precision agriculture technologies. Alternatively, future projects might do better to use real-life imagery rather than 2/3D models to simulate agricultural environments; this ethos is already being successfully deployed by the ‘3D farms’ project centered around virtual reality to overcome logistically and accessibility challenges in agricultural training (Barber 2016).…”
Section: Discussionmentioning
confidence: 99%
“…The hyper-real popular video game Farming Simulator - which is already played by farmers (Lane 2018) - might serve a similar role in future studies of games in agriculture. Indeed, Pavlenko et al (2021) have already had some success building a ‘mod’ (a ‘modification’ - new game content/software created by someone other than the primary game development team) for this game to encourage the adoption of precision agriculture technologies. Alternatively, future projects might do better to use real-life imagery rather than 2/3D models to simulate agricultural environments; this ethos is already being successfully deployed by the ‘3D farms’ project centered around virtual reality to overcome logistically and accessibility challenges in agricultural training (Barber 2016).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation