PLAY TO GROW: USING GAME-BASED LEARNING FOR RURAL DEVELOPMENT Context India is one of the world’s largest growing economies, has the world’s third largest Internet user-base and ranks second in agricultural output (OECD data tables). While smallholder farmers are part of a sector excluded from this growth, with poor performance and increased farmer suicides as a result, some argue that the future of sustainable agricultural growth and food security in India depends on the performance of small and marginal farmers (Dev 2012). However, despite globalised economic developments and technological advances, small farmers remain one of the most disadvantaged groups in the world. Strengthening small farms is seen as crucial to achieving the United Nations Millennium Development Goals to eradicate poverty and hunger whilst ensuring environmental sustainability (Pandya-Lorch 2007, Hazell et al. 2007). One of the twelve targets identified to address these goals is to make the benefits of new information and communication technologies (ICTs) available. The gap between farmers and India’s web-connected elite is widening as obstacles hinder the take up of new technologies and digitally mediated modes of learning that could potentially enable social and economic resilience. Augmenting Agriculture with Mediated Learning Games are becoming a popular form of interactive media that integrate informational content within games technology for educational opportunities with a range of different types of educational content, learning principles, target audiences and platforms. The application of game play with serious content may provide a powerful tool to promote engagement with social issues. Existing research has found that computer games can promote empathy across cultural divides and direct connection between players and events or narratives that take place within the world of the game. Social impact games such as Darfur is Dying (2006), Ayiti (2006) and ICED (2008) to name a few, draw upon these capabilities to promote social change agendas. Interactive digital games offer experiences and environments where it is possible to practice skills, stimulate dialogue, and animate complex ideas, systems and problems free from consequences of failure. This can motivate learning and innovation. Digital gaming provides tools and platforms to leverage the power of empathy, identification, self-connection, engagement and imagination. In doing so, social impact games promote outreach, fundraising, civic engagement and awareness for social change agendas such as poverty alleviation, racism or even the impact of global environmental change on community dynamics. Research has found that computer games can promote more direct, self-connection between players and game world events (Klimmt 2009, 251) and identification and empathy formation across cultural divides (Bachen et al 2012). Serious games can also offer participatory learning by employing games as social actors that build relationships through dialogue, feedback and behaviour modelling (Stokes 2011). They can create immersive, situated and experiential learning opportunities that facilitate constituent training and organising. Digital Green’s work in social impact gaming Digital Green is a not for profit international development organisation that uses an innovative digital platform for community engagement to improve lives of rural communities across South Asia and Sub-Saharan Africa. The organization partners with local public, private and civil society organizations to share knowledge on improved agricultural practices, livelihoods, health, and nutrition, using locally produced videos and human mediated dissemination. Digital Green created a social game, Wonder Village, which is hosted on Facebook, to see how their core work in the field could connect with external audiences who could learn and engage in issues related to rural development. Through the game, players set up a simulated village economy and have opportunities to relate with actual farmers in the field. Players are placed in a resource-constrained setting and pursue quests like setting up small farms of paddy and maize and supplying raw materials to farmers' markets. The game follows a "freemium" model, which allows users to play for free and allows users to purchase virtual currency to advance more quickly. With over 80 million users playing games on Facebook every month for an average of 15 minutes a day, Wonder Village has the potential to be an effective awarenessbuilding and fundraising tool for the development sector. Introducing Bumper Crop to Digital Green’s social gaming initiative As part of the research project, Play to Grow: Augmenting Agriculture with Social Impact Games, funded by the Arts Humanities Research Council UK, a team of UK/India academic researchers and practitioners worked in partnership with Digital Green to design a board game, Bumper Crop, for both physical and digital platforms, based on the experiences and challenges of being a smallholding farmer in India. Initially, the project aimed to explore and test the use of computer games as a storytelling tool to promote change-related agendas. Participatory Design and Evaluation Methodology The Play to Grow project employed a participatory design approach, which involved consultation with farmers and young urban adults right from the beginning of the process of conceptualising the game and creating its narrative content. Field visits were made to several small-scale farms around the village of Sanchi in Madhya Pradesh, where the team met with around 40 farmers. Conversations were held with both individuals and communities of farmers to identify problems or issues most relevant to them, and the narratives the game might communicate. These conversations provided content for the game. Then the core research team worked at IIT Bombay in a 5-day workshop/game jam with the goal of creating a playable game concept that could be designed and tested within the constraints of both our budget and the collective skills sets available, which included expertise in improvisation, ethnography, participatory design, storytelling, visual design, animation and human computer interaction. Early physical versions of Bumper Crop were play-tested informally with urban young adults and game designers and improvements were made iteratively. A digital prototype of the game is now for available for free on Google Play store. Initial evaluations were made of a physical prototype of the game with focus groups including 15 young urban adults in Mumbai, Indiai, 12 farmers who were trained by Digital Green on mediating screenings (referred to in this document as ‘mediators’) and 12 farmers in Rajgarh, an area of Madhya Pradesh bordering Rajasthan. Given differences in levels of literacy amongst the farmers’ focus group some parts of the evaluation were conducted via discussion. Questionnaires combining both quantitative and qualitative methods were employed with some shared questions between the different focus groups. The Bumper Crop Concept A Bumper Crop player’s objective is to complete the harvest of three crops first. Players roll a die to move backwards or forwards on a game board. They land on spaces and complete tasks to grow crops through a cycle of agro-food production. The design and structure of Bumper Crop aims to simulate events in farmers’ lives as well as the agro-food production cycle as a whole. Events like water shortage, power failure, drought, floods and family situations like wedding and birth of a child are integrated into the game to create its own narrative. Thus, resolving conflicts is a part of the game play together with understanding the problems faced by an Indian farmer. To manage the game’s complexity and to keep gameplay interesting, both the challenges and their technical solutions were somewhat simplified compared to real life settings. However, players are able to find out more about farming practices and experiences referred to in the game by scanning ‘QR codes’ that appear on game cards with a QR scanning application on a mobile device. These codes link to selected videos from the Digital Green archive. During the Bumper Crop design process, different game concepts and mechanisms were explored, to include a balance of factual or serious content while engaging different experiences of fun necessary for keeping players motivated. A game board platform was chosen for its familiarity and opportunities it enables for: creativity through adopting roles in the simulation of real life experiences, challenge through strategy, social and competitive engagement with multi-player interaction, meaningful communication of issues through content. Once a decision was made on the game mechanism, the challenge was to include more strategy, which affords more opportunities for mastery, sense of accomplishment, and critical thinking. Experiences of contrasting roles in the gameplay invoke significant debates on food production in India. Bumper Crop presented an interesting design challenge to communicate such realities and complexities of farmers’ lives and the agro-food production system within the constraints of 60 board spaces. The visual design of the game board and equipment was constructed to simulate an aerial view of a field system made from real seeds, grains and textiles. These tangible elements of farming reinforce the real world content of the game through textual and visual storytelling. Initial Evaluation Results In the two weeks before meeting with mediators and farmers for the playtest in Rajgarh, unseasonable rain and hailstorms devastated the wheat crops being harvested at that time. Farmers elsewhere in the region were staging protests on highways in protest of delayed relief payments and unsatisfactory crop loss surveys by the government. These were some of the challenges the team aimed to communicate in Bumper Crop. However, asking the mediators and farmers to play a game at such a time of crisis did raise questions about what direct benefit such a medium could actually bring for them and how it could possibly capture the complex issues they face daily. Nevertheless, the results surprised the research team and opened up new possibilities for the board game developed. While the mediators and farmers were not intended as the original target audience of the game, the evaluation results suggested that it was effective at promoting their own learning about agricultural practices. Furthermore, the results suggested that it may be a useful training opportunity for mediators to engage with the Digital Green archive of videos and to learn and practice skills in facilitating groups and modelling behaviour. When the mediator focus group was asked whether they learnt something about farming through Bumper Crop, seven strongly agreed, four agreed, one disagreed and one was neutral. The mediator and farmers’ responses to the questions posed in the evaluation tended to demonstrate the power of the game as a serious device to learn about better agricultural practices by diversifying income, by being more strategic in planning and preparation or by using new techniques. When asked if the game communicates something about their lives, the mediators and farmers’ comments indicated that it was close to their reality: ‘It relates to our life very much and all the upheavals that come into our lives’, ‘We have to pay for weddings and we run out of money, have to borrow from people’, and ‘Our crops are attacked by insects.’ While mediators and farmers’ strong sense of identification with the game content motivated their game play, games also provide the opportunity for fantasy, which is important to learning. Comments and actions made by the farmers observed during game play suggested that they enjoyed playing with the game money. They put the money in their shirt pockets as they would real money. One comment indicated that it was pleasurable to have physical money to do things with. The strategic elements of the game require the player to manage their resources and make decisions about how best to use them to both tend their crops, but also generate further income and sustainability. The mediators and farmers’ comments suggested that they enjoyed the game and took it very seriously, because it strongly related to their own life. They found the game was easy to understand. The following mediator and farmers’ responses to questions in the evaluation about what they learned from playing the game reiterated the game’s efficacy at promoting their own knowledge of farming: ‘Learned what are the different things we can do for our farm with the money that we have’; ‘I learned about the things which are needed for farming practices’; ‘If children played from an early age, they would have a clear understanding from the beginning of their life how to be a good farmer’; ‘Learned the right way of doing things and do tasks after applying one's mind’. Other responses to questions regarding their enjoyment of the game and its relevance to their lives indicated an identification with the game world: ‘This game correlates with situation of farmers and gives us understanding how can we move ahead in those tough circumstances’; ‘It's about my life, so I like it’; ‘It relates to our life very much and all the upheavals that come into our lives’; ‘We have to pay for weddings and we run out of money, have to borrow from people’; ‘Our crops are attacked by insects’. As experts it provided them an opportunity safe from real consequences to practice and learn new strategies to overcome the challenges they face everyday. One particular comment recognized the immersive experience and the impact this has on motivation: ‘While playing, I felt that it was really farming not just a game. So I took it seriously to play well’. Another recognized how the game promotes an integration of knowledge through doing: ‘One can learn something from this game. When you do something, only then you can learn’. Some spaces in the game were intentionally placed as dramatic pitfalls where a player may be close to winning, but then has to negotiate with other players to take out loans and sell off assets to continue playing. The social realism of these moments demotivated some urban players’ engagement with the game, but was important for generating empathy. However, for farmers’ their responses suggested that these narrative elements promoted a sense of self-efficacy and perseverance in their own lives: ‘In real life if you lose something, don't be disheartened. Do not give up, but try a better strategy’. Conclusion These responses to the game suggest that it does more than represent issues of poverty and marginalization or provide instructional learning or received knowledge. While Digital Green mediators and farmers were not intended as the initial target audience for the game, they were considerably more immersed in the game and the learning opportunity it afforded. In particular, their experience with the game drew upon the participatory and immersive advantages provided by games to strategise their own lives and practice. Digital Green already incorporates and promotes aspects of games within its video platform with leaderboards giving information on numbers of viewings of videos and adoptions of practices they feature. The integration of more direct game solutions could work well with these pre-existing peer-to-peer feedback and networked learning mechanisms already operating within the platform. A game such as Bumper Crop could be integrated into a virtual training programme for Digital Green mediators to provide a motivating and entertaining opportunity for them to develop their own identification and empathy with the different challenges and life situations that may face farmers within the communities in which they work. It could offer them the opportunity to try out and imagine new strategies that farmers can employ to develop their resilience. Within such a training platform, further motivational links to Digital Green videos that correspond with specific strategies and content included within the game, could not only give a motivation for them to engage with the video archive, but also give a sense of how these practices fit within the wider context of agro-food production as a whole. Additional games could be built within the platform that spill out of and link back into Bumper Crop to reinforce the integration of this content and augment the immersive learning experience. For example, additional quiz games could be developed around the content of the videos featured within the game with good scores giving players strategic advantages within Bumper Crop. The mediators could also use the physical version of the game as part of their own facilitation with farmer groups as an entertaining way to promote discussion, reflection and sharing of good strategies and positive peer-to-peer identification and feedback. Tips on how the game could be used and introduced within this context could be introduced at its completion. Making the game open source, so that its narrative content can be added to, changed, its equipment repurposed with new rules or game play mechanisms, will bring further opportunities for dialogue, sharing, innovation, and customisation to specific sociocultural contexts and even different social issues and lived practices within fields of play. Acknowledgements This research forms part of the Play to Grow project (http://playtogrow.org) funded by the UK Arts and Humanities Research Council with initial support provided by an UnBox Fellowship for Misha Myers and Saswat Mahapatra from the AHRC, British Council and Science & Innovation Network. We acknowledge Joshua Oliver’s contribution to the preliminary stage of the research as one of the original UnBox Fellows and Piyush Verma’s assistance with the production of the physical prototype of Bumper Crop. We are grateful to ACCESS and the farmers in Madhya Pradesh for their stories and time given to conceptualise and evaluate the game. We also acknowledge the participants who took part in the evaluations with urban young adults and the Design students at IIT Bombay who conducted the study: Piyush Churad, Sanket Kulkarni, Maharaj, Kaustubh Limaye, Sylvan Lobo, Riken Patel, Prem Lokesh, Kalyani Dhone, Debasis Biswas. We acknowledge Dave Griffiths of Kernow FoAM for his work on the project developing the digital prototype of Bumper Crop. i The evaluations with urban young adults were conducted by a group of Master of Design students as a part of the Usability Evaluation course led by Professor Anirudha Joshi at Indian Institute of Technology Bombay. Bibliography Bachen, C. M. et al. ‘Simulating REAL LIVES: Promoting Global Empathy and Interest in Learning Through Simulation Games,’ in Simulation & Gaming, XX (X), 1-24, 2012. 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