Shaping new consumer patterns through edutainment and gamification. An empirical analysis among italian students
The research aims to take place actions in order to promote and exploit short supply chains and fishery products at zero food miles, increasing awareness and sustainability levels in this sector. The project is oriented towards future students, parents and teachers. Students are the protagonists of edutainment initiatives and will be leveraged towards parents who will in turn convey the notions to other adults through activities to be carried out together, with media relevance. The activities raise awareness of the sustainability of the fish supply chain, promote the spread of local products and activate short supply chain mechanisms, enabling them to be strengthened. The research questions addressed are: 1)Can students be aware of the sustainable fisheries supply chain by promoting the diffusion of local products? And, if yes, 2) Which are the best ways to train schoolchildren? Experimentation activities through the game are involved a sample of 650 students of secondary school.