BACKGROUND
Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges worldwide and necessitate innovative promotion approaches. Serious video games have proven effective in promoting agricultural knowledge. However, more research is needed on the persuasive potential of agriculture games to influence players’ thoughts, attitudes, and behaviors. This provides an opportunity to examine the impact of persuasive games on promoting home gardening among novices.
OBJECTIVE
This study aims to describe the design and development of Farmily, a persuasive video game promoting home gardening among novices. In addition, it evaluated the effectiveness of Farmily and compared its impact with that of a traditional home gardening workshop. Furthermore, the study explored how game enjoyment relates to the game’s outcomes.
METHODS
A randomized controlled trial with 50 novice gardening participants aged 20 to 50 years was carried out. Participants were randomly assigned to a control group (1.5-hour workshop) or an experimental group (1.5-hour Farmily session). Pre- and postintervention assessments were conducted. We evaluated Farmily’s impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens. In addition, we investigated the user enjoyment and its relationship with the game’s effect outcomes.
RESULTS
The experimental group significantly improved their knowledge (t<sub>24</sub>=4.26; <i>P</i><.001), attitude (<i>z</i><sub>24</sub>=2.98; <i>P</i>=.003), self-efficacy (t<sub>24</sub>=2.6; <i>P</i>=.02), and intention to initiate home gardens (<i>z</i><sub>24</sub>=4.15; <i>P</i><.001). The experimental group showed similar effectiveness in knowledge transfer (t<sub>24</sub>=–1.71; <i>P</i>=.09) and a more significant impact on attitude (<i>z</i><sub>24</sub>=2.73; <i>P</i>=.006), self-efficacy (t<sub>24</sub>=2.21; <i>P</i>=.03), and intention to start a home garden (t<sub>24</sub>=–5.33; <i>P</i><.001) than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlated with user attitudes (<i>r</i><sub>23</sub>=0.72; <i>P</i><.001) and self-efficacy (<i>r</i><sub>23</sub>=0.67; <i>P</i><.001), yet no discernible association was observed among user enjoyment, knowledge (<i>r</i><sub>23</sub>=0.26; <i>P</i>=.20), and intention (<i>r</i><sub>23</sub>=0.06; <i>P</i>=.77).
CONCLUSIONS
Evidence indicates that Farmily appears to be a viable tool for promoting home gardening among novices in the short term. Farmily demonstrated similar effects in knowledge improvement to those of a traditional workshop and had a more significant impact on the other variables. In addition, 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 the long-term efficacy of Farmily and gain a deeper understanding of the influence of enjoyment on game outcomes.