H2020 GATES Project: Applying Gaming Technologies to Train Professionals in Smart Farming
- Type Project
- Status Filled
- Execution 2017 -2019
- Assigned Budget 998.906,25 €
- Scope Europeo
- Main source of financing H2020
- Project website GATES
GATES will develop a video game-based training platform to empower professionals across the agricultural value chain in the use of Smart Farming Technologies (SFTs), thereby enabling the full economic and environmental potential of European agriculture to be unleashed. The positive impact of adopting Smart Farming Technologies (SFTs) in agriculture has been well known for 10 years. Indeed, numerous SFTs are currently available, but farmers struggle to understand which technologies they can use and, moreover, what the productivity and environmental benefits of adopting them are.
Likewise, SFT companies face barriers to commercializing their equipment due to a lack of awareness and training within the agricultural community. GATES offers the agricultural community, agronomy students, extension services, and SFT industry sales teams a user-friendly and easy-to-understand gaming experience that will allow them to gain a first understanding of the SFT concept, its uses, available equipment, and simulations of the adoption of these technologies. GATES will develop a near-market (TRL7) serious game-based training platform that, through the use of various gaming technologies (3D scenarios, interactive narrative, modeling, and data), will train professionals and other value chain actors in the use of serious games. GATES will develop a cross-platform (desktop, mobile, and web) serious game available for Android, iOS, and Windows, with synchronized online and offline modes.
GATES will represent a successful example of the use of serious games as a training tool, applicable in both formal and informal educational settings, in a complex and multidisciplinary subject such as serious games, benefiting from the capabilities of serious games, such as virtual environments and worlds, personalized tutoring tools, peer-to-peer competition, extensive customization for real-life and simulated scenarios, etc.
Bringing Agriculture Online for Significant Benefits Game developers and agricultural scientists have teamed up to ensure that European agricultural stakeholders have access to the latest advances in smart farming technologies. Serious games are primarily motivated by education and training. Early examples of game-based learning include pilot training using flight simulators and emergency training for healthcare professionals. Decades later, the EU-funded GATES project is ensuring that the benefits of these applications are available to a key European commercial sector: agriculture.
Access to Resources and Interactive Learning Project coordinator Spyros Fountas makes this clear from the outset: “GATES’ core value proposition lies in providing a game-based training platform, utilizing various gaming technologies, to train professionals across the entire agricultural value chain in the use of smart farming technologies (SFTs).” This convenient online solution, a sort of repository, enables the full economic and environmental potential of SFTs in European agriculture to be unleashed. “GATES offers its platform as an engaging and fast interface, necessary for exploring various SFT solutions and finding the most suitable one,” Fountas notes. In this way, the concept is turning GATES into a comprehensive platform for interactive learning about the positive impacts of SFTs on agricultural production.
The current game prototype is derived from the FI-WARE SPAN game, which was at Technology Readiness Level (TRL) 4. Currently classified as TRL 7, GATES was developed as a cross-platform (Android/iOS/Windows) offline game with online functionalities. Its main components include the game engine, 3D/2D environment, data module, user interface, and artwork. Market Analysis and Evaluation Trials The project partners conducted a comprehensive market and business analysis on the potential of video games in agriculture in eight European countries. The results reveal significant differences, challenges, and opportunities across countries.
Both countries in the early stages of adopting new technologies in agriculture and countries where these technologies have been incorporated into conventional agriculture were included. GATES tested the platform in three iterations and developed three marketable products. Questionnaires and focus groups were used to record feedback from key stakeholders: farmers, advisors, agricultural machinery personnel, and agricultural students. "The feedback was so significant that we even modified the entire design after the first iteration and the evaluators' feedback," says Fountas. A long list of project outcomes highlights the success of GATES. These range from narrowing the adoption gap for high-tech video games (HTGs) and reducing the environmental impact of agriculture to strengthening the position of European SMEs in the global HTG market. "The most significant outcome," comments Fountas, "was how high-tech video games could influence the environment, reducing the cost of fuel and resources while maintaining or even increasing productivity." Here, he offers the example of a player who, by purchasing new equipment, was able to adapt his farming activities to an optimal level. Agriculture joins the digital revolution. GATES marks a first in the transfer of scientific knowledge from the agricultural field to a game accessible to all interested customers.
In turn, they are learning to use SFTs to their advantage. However, the game is far from over. The partners are collaborating with machinery manufacturers to explore opportunities that allow them to adapt GATES to their brands and needs. Continued efforts will ensure that one of Europe's oldest sectors stays abreast of related advancements.
- GEOPONIKO PANEPISTIMION ATHINON (AGRICULTURAL UNIVERSITY OF ATHENS)