OPPORTUNITIES OF GAMEWORKING IN INTERACTIVE ONLINE COMMUNICATIONS BETWEEN AGRICULTURAL PRODUCERS AND CONSUMERS OF THEIR PRODUCTS

Zdravka Koleva, S. Cyril
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Abstract

The elements and mechanics introduced by the games are accepted for the gameplay, in a context different from the game one. Researchers find great potential in its implementation, but also take into account the need for training and building a code of ethics in its planning and implementation. Extremely vulnerable are the groups of vegetable growers, producers of fruits, herbs, spices, etc., who face new challenges related to the need to reach quickly and in a very short period of time to a large number of consumers in order to maintain a competitive price. This requires the use of new approaches to communication and motivation of desired behaviour by consumers. By playing games, some of the difficulties can be overcome, but without state support it is possible to deepen other problems, which will lead to the bankruptcy of young unfortified businesses. The purpose of the report is to indicate the possibilities of gamification to increase the commitment to the activities of domestic producers, solidarity with their efforts through awareness of the importance of consuming food products produced with minimal or no harmful preparations, encouraging the frequency of buying from a manufacturer or site, and other. Gaming can be an extremely powerful tool that should be used to motivate behaviour that joins a common cause - maintaining and restoring small and medium-sized businesses engaged in the agricultural sector.
农业生产者和产品消费者之间在线互动交流中的游戏机会
游戏所引入的元素和机制在不同于游戏的环境中被游戏玩法所接受。研究人员发现了其实施的巨大潜力,但也考虑到在其规划和实施过程中需要培训和建立道德准则。极为脆弱的是蔬菜种植者、水果、草药、香料生产商等群体,他们面临着新的挑战,需要在很短的时间内迅速接触到大量消费者,以保持有竞争力的价格。这就需要使用新的方法来沟通和激励消费者期望的行为。通过博弈,一些困难可以克服,但如果没有国家的支持,其他问题可能会加深,这将导致年轻的、未经巩固的企业破产。该报告的目的是指出游戏化的可能性,以增加对国内生产者活动的承诺,通过认识到消费以最少或无有害制剂生产的食品的重要性,鼓励从制造商或站点购买的频率,以及其他。游戏可以是一个非常强大的工具,可以用来激励人们加入一个共同的事业——维持和恢复从事农业部门的中小型企业。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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