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Proceedings ArticleDOI

Gamifying Collaborative Prioritization: Does Pointsification Work?

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TLDR
This work combined gamification and automated reasoning techniques to support collaborative requirements prioritization in software evolution and performed a quasi-experiment comparing two versions of the tool, with and without pointsification.
Abstract
Gamification has been applied in software engineering contexts, and more recently in requirements engineering with the purpose of improving the motivation and engagement of people performing specific engineering tasks. But often an objective evaluation that the resulting gamified tasks successfully meet the intended goal is missing. On the other hand, current practices in designing gamified processes seem to rest on a try, test and learn approach, rather than on first principles design methods. Thus empirical evaluation should play an even more important role.We combined gamification and automated reasoning techniques to support collaborative requirements prioritization in software evolution. A first prototype has been evaluated in the context of three industrial use cases. To further investigate the impact of specific game elements, namely point-based elements, we performed a quasi-experiment comparing two versions of the tool, with and without pointsification. We present the results from these two empirical evaluations, and discuss lessons learned.

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Book ChapterDOI

Crowd Intelligence in Requirements Engineering: Current Status and Future Directions

TL;DR: A survey of the literature on crowd-based requirements engineering research helps to understand the current research achievements, the areas of concentration, and how requirements related activities can be enhanced by crowd intelligence.
Proceedings ArticleDOI

Gamification and Serious Games in a Healthcare Informatics Context

TL;DR: The objective of this literature overview paper is to inform the healthcare informatics reader, who is new to gameful design, and introduce him or her into the domain of serious games and gamification for health.
Proceedings ArticleDOI

Design Thinking and Acceptance Requirements for Designing Gamified Software

TL;DR: A set of key requirements for a suitable gamification design method are identified and it is illustrated how to select and combine existing methods to define a design approach that fits those requirements usingDesign Thinking and the Agon framework.
Posted Content

Initiatives and Challenges of Using Gamification in Software Engineering: A Systematic Mapping

TL;DR: How gamification has been adopted in non-educational contexts of software engineering (SE) activities is characterized to characterize how it provided benefits to activities like requirements specification, development, testing, project management, and support process.
Dissertation

Agon: a Gamification-Based Framework for Acceptance Requirements

Luca Piras
TL;DR: Agon is described, an Acceptance Requirements Framework based on Gamification, for supporting the requirements engineer in the analysis and design of engaging software systems, and is illustrated with the Meeting Scheduler Exemplar and different heterogeneous case studies.
References
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Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Journal ArticleDOI

Self‐determination theory and work motivation

TL;DR: The authors describes self-determination theory as a theory of work motivation and shows its relevance to theories of organizational behavior, which has received widespread attention in the education, health care, and sport domains.
Journal ArticleDOI

Guidelines for conducting and reporting case study research in software engineering

TL;DR: This paper aims at providing an introduction to case study methodology and guidelines for researchers conducting case studies and readers studying reports of such studies, and presents recommended practices and evaluated checklists for researchers and readers of case study research.
Proceedings ArticleDOI

Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

TL;DR: The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it.
Book

Models, Methods, Concepts & Applications of the Analytic Hierarchy Process

TL;DR: In this article, the Seven Pillars of the AHP approach are used for the design and evaluation of a marketing-driven business and corporate strategy, and the case of the U.S. economy in 1992 is discussed.
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