This thesis will explore the landscape of Italian farms that have integrated experience marketing and meaningful gamification dynamics into their offering, with particular attention to you-pick experiences and mazes. The first chapter outlines the theoretical framework, defining the characteristics of experience marketing and gamification, in particular, meaningful gamification as a key to understanding the phenomenon. The second chapter analyses the transition from a product-based agriculture, based on the sale of own-produced goods, to an experience-based agriculture. The latter focuses on building consumer experiences, ranging from self-harvesting tulips and pumpkins to corn mazes, from a perspective of agricultural multifunctionality and a revaluation of rural areas by state initiatives. This chapter will map the farms, and non-farms, located throughout the country that offer this type of experience. The selection criteria for these organizations are based on the quality of their online presence (social media and website) and the relevance of their experiential offering. In addition, in order to further support the analysis, the chatbot Claude will be used to implement another assessment. The third chapter delves into the business case of Nonno Andrea, a company that has created a rich and comprehensive experiential offering, including self-harvesting tulips and pumpkins, and a corn maze, while being present creatively and consistently online.
Questa tesi andrà a esplorare il panorama delle aziende agricole italiane che hanno integrato dinamiche di marketing esperienziale e meaningful gamification nella propria offerta, con particolare attenzione alle esperienze di auto raccolta e ai labirinti. Il primo capitolo delinea la cornice teorica di riferimento, definendo le caratteristiche del marketing esperienziale e della gamification, in particolare della meaningful gamification come chiave di lettura del fenomeno. Il secondo capitolo analizza il passaggio da un’agricoltura di prodotto, improntata sulla vendita di beni di propria produzione, a un’agricoltura di esperienza. Questa ha come focus la costruzione di esperienze destinate ai consumatori, che spaziano dall’auto raccolta di tulipani e zucche, ai labirinti di mais, secondo una prospettiva di multifunzionalità agricola e di una rivalutazione delle aree rurali da parte delle iniziative statali. In questo capitolo verrà effettuata una mappatura delle aziende agricole, e non, localizzate sul territorio nazionale, che presentano nella loro offerta questo tipo di esperienze. Il criterio di selezione di queste realtà si basa sulla qualità della loro presenza online (social media e sito web) e sulla rilevanza della loro offerta esperienziale. Inoltre, per supportare ulteriormente l'analisi, si utilizzerà il chatbot Claude per condurre una valutazione aggiuntiva. Il terzo capitolo approfondisce il caso aziendale di Nonno Andrea, una realtà che ha saputo creare un’offerta esperienziale ricca e completa, che include l’auto raccolta di tulipani e zucche e un labirinto di mais, presente online in maniera creativa e consolidata.
La gamification dell’agricoltura: il caso di Nonno Andrea
CAMATA, MARTINA
2025/2026
Abstract
This thesis will explore the landscape of Italian farms that have integrated experience marketing and meaningful gamification dynamics into their offering, with particular attention to you-pick experiences and mazes. The first chapter outlines the theoretical framework, defining the characteristics of experience marketing and gamification, in particular, meaningful gamification as a key to understanding the phenomenon. The second chapter analyses the transition from a product-based agriculture, based on the sale of own-produced goods, to an experience-based agriculture. The latter focuses on building consumer experiences, ranging from self-harvesting tulips and pumpkins to corn mazes, from a perspective of agricultural multifunctionality and a revaluation of rural areas by state initiatives. This chapter will map the farms, and non-farms, located throughout the country that offer this type of experience. The selection criteria for these organizations are based on the quality of their online presence (social media and website) and the relevance of their experiential offering. In addition, in order to further support the analysis, the chatbot Claude will be used to implement another assessment. The third chapter delves into the business case of Nonno Andrea, a company that has created a rich and comprehensive experiential offering, including self-harvesting tulips and pumpkins, and a corn maze, while being present creatively and consistently online.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/117964