Rice is one of the important commodities in Indonesia, but there are problems related to rice harvest production data and government policy. With the existence of internet network that started to enter the village, it can be utilized by the farmer or village IT team. Therefore, authors try to solve the problem by using gamification in rice information system to make data interesting and profitable for the farmer but also help the government (Bulog, Ministry of Aggriculture, and BPS) in handling farmer aid program transparency and data collection. The authors use life cycle of SSM as a method to map the problem and to choose what mechanic and element we needed to build this gamified system. The purpose of this paper is to discuss how to implement gamification in rice information system, what the stakeholder task, rule, and gamified element could be used to help government for gathering data and promoting e-participation. This paper concluded that the gamification process could be used in rice information system. But for the real-life implementation, it’s still needed support from the government.