ABSTRACT
Context: Gamification is an emerging subject that has been applied in different areas to bring contributions to different types of activities, including project management activities. Objective: Reporting on an experience of introducing gamification in a real software development company in a peripheral, but relevant for management, software development activity: the timesheet fill. Method: We introduced gamification in software process to motivate team members to fill out their timesheets. The Habitica tool was used to support the gamification. Delays for filling out the timesheets by team members were measured before, within and after the insertion of gamification. Results: We observed a beneficial gamification influence on timesheet fill. Based on historical data and on our measurements, the performance was four times better with gamification when compared with the conventional (i.e. without gamification) approach. Even after gamification removal, the performance remained statistically better than historical records. Conclusion: Gamification improved the attendance on timesheet fulfills and this could help the project manager make the software development more manageable in activities like costs and deadline estimates.
- M. Altmeyer, P. Lessel, and A. Krüger. 2018. Investigating Gamification for Seniors Aged 75+. In 13th Conference on Designing Interactive Systems (DIS).Google Scholar
- F. Andrade, L. Marques, I. Bittencourt, and S. Isotani. 2016. QPJ-BR: Questionário para Identificação de Perfis de Jogadores para o Português-Brasileiro. In Proceedings of 27th Brazilian Symposium of Informatics on Education (SBIE).Google Scholar
- D. Ašeriškis and R. Damaševičius. 2014. Gamification of a Project Management System. In 7th Internl. Conf. on Advances in Computer-Human Interactions (ACHI).Google Scholar
- G. Barata, S. Gama, J. A. P. Jorge, and D. J. V. Gonçalves. 2014. Relating Gaming Habits with Student Performance in a Gamified Learning Experience. In first ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.Google Scholar
- S. Beecham, N. Baddoo, T. Hall, H. Robinson, and H. Sharp. 2008. Motivation in Software Engineering: A Systematic Literature Review. Information and Software Technology 50, 9--10 (2008).Google ScholarDigital Library
- P. Bourque and R. E. Fairley. 2014. Guide to the Software Engineering Body of Knowledge SWEBOK(R) V3.0 (3rd ed.).Google Scholar
- B. Briers. 2013. The Gamification of Project Management. In PMI Global Congress.Google Scholar
- S. Deterding, D. Dixon, R. Khaled, and L. Nacke. 2011. From Game Design Elements to Gamefulness. In 15th international academic MindTrek conference: Envisioning future media environments (MindTrek).Google Scholar
- A. Dorling and F. McCaffery. 2012. The Gamification of SPICE. In 12th International Conference on Software Process Improvement and Capability Determination.Google Scholar
- D.J. Dubois and G. Tamburrelli. 2013. Understanding gamification mechanisms for software development. In 9th Symp. Foundations of Software Engineering (FSE).Google Scholar
- G. Fraser. 2017. Gamification of Software Testing. In 12th International Workshop on Automation of Software Testing (AST).Google Scholar
- F. García, O. Pedreira, M. Piattini, A. Cerdeira-Pena, and M. Penabad. 2017. A framework for gamification in software engineering. Journal of Systems and Software 132 (2017).Google Scholar
- K. M. Gerling. 2011. Exploring the Potential of Gamification Among Frail Elderly Persons. In 29th Conference on Human Factors in Computing Systems - Workshop on Gamification (CHI).Google Scholar
- J. Hamari, J. Koivisto, and H. Sarsa. 2014. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification. In 47th Hawaii international conference on system sciences (HICSS).Google Scholar
- E. Herranz, R. Colomo-Palacios, and A. A. Seco. 2015. Gamiware: A Gamification Platform for Software Process Improvement. In 22nd the European Conference on Software Process Improvement (EuroSPI).Google Scholar
- k. M. Kapp. 2012. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (1st ed.).Google Scholar
- C. Latulipe, N. B. Long, and C. E. Seminario. 2015. Structuring Flipped Classes with Lightweight Teams and Gamification. In 46th ACM Technical Symposium on Computer Science Education (SIGCSE).Google Scholar
- D. B. Medeiros, P. A. S. Neto, E. B. Passos, and W. S. Araújo. 2015. Working and Playing with Scrum. International Journal of Software Engineering and Knowledge Engineering 25, 06 (2015).Google ScholarCross Ref
- A. Mesquida and M. Jovanovicand A. Mas. 2016. Process Improving by Playing: Implementing Best Practices through Business Games. In 23rd European Conference on Software Process Improvement (EuroSPI).Google Scholar
- B. Monterrat, E. Lavoué, and S. George. 2015. Toward an Adaptive Gamification System for Learning Environments. In 7th International Conference on Computer Supported Education (CSEDU).Google Scholar
- M. Muñoz et al. 2017. State of the Use of Gamification Elements in Software Development Teams. In 24th European Conference on Software Process Improvement.Google Scholar
- M. Muñoz, L. Hernández, J. Mejia, A. Peña, N. Rangel, C. Torres, and G. Sauberer. 2017. A Model to Integrate Highly Effective Teams for Software Development. In 24th European Conference on Software Process Improvement (EuroSPI).Google Scholar
- M. Muñoz, J. Mejia, A. Peña, and N. Rangel. 2016. Establishing Effective Software Development Teams: An Exploratory Model. In 23rd European Conference on Software Process Improvement (EuroSPI).Google Scholar
- C. Muntean. 2011. Raising engagement in e-learning through gamification. In Proceeding of the 6th International Conference on Virtual Learning (ICVL), Vol. 1.Google Scholar
- S. Nikkila, D. Byrne, H. Sundaram, A. Kelliher, and S. Linn. 2013. Taskville: Visualizing Tasks and Raising Awareness in the Workplace. In 31st Conference on Human Factors in Computing Systems (CHI).Google Scholar
- S. Nikkila, S. Lin, H. Sundaram, and A. Kelliher. 2011. Playing in taskville: Designing a social game for the workplace. In 29th Conference on Human Factors in Computing Systems - Workshop on Gamification (CHI).Google Scholar
- E. B. Passos, D. B. Medeiros, P. A. S. Neto, and E. W. G. Clua. 2011. Turning Real-World Software Development into a Game. In 14th Brazilian Symposium on Games and Digital Entertainment (SBGAMES).Google ScholarDigital Library
- E. C. Prakash and M. Rao. 2015. Transforming Learning and IT Management through Gamification.Google Scholar
- Project Management Institute. 2018. PMI's Pulse of the Profession: Success in Disruptive Times. Technical Report. Project Management Institute.Google Scholar
- D. Silva, A. Coelho, C. Duarte, and P. C. Henriques. 2016. Gamification at Scraim. In 6th International Conference on Serious Games, Interaction, and Simulation.Google Scholar
- L. Singer and K. Schneider. 2012. It was a bit of a race: Gamification of version control. In 2nd International Workshop on Games and Software Engineering(GAS).Google Scholar
- The Standish Group. 2018. CHAOS Report: Decision Latency Theory: It Is All About the Interval (2 ed.). Technical Report. The Standish Group.Google Scholar
- Ç. Usfekes, M. Yilmaz, E. Tuzun, P. M. Clarke, and R. V. O'Connor. 2017. Examining Reward Mechanisms for Effective Usage of Application Lifecycle Management Tools. In 24th European Conference on Software Process Improvement (EuroSPI).Google Scholar
- C. Wohlin, P. Runeson, M. Höst, M. C. Ohlsson, B. Regnell, and A. Wesslén. 2012. Experimentation in Software Engineering.Google Scholar
Index Terms
- Improving Project Manager Decision with Gamification: An Experience Report
Recommendations
Gamification usage ecology
SIGDOC '17: Proceedings of the 35th ACM International Conference on the Design of CommunicationGamification is applied in academia and industry and is being studied in the last years. Gamification is nowadays applied to several areas, such as learning, computer science, business, marketing, tourism, among others. However, we need to understand to ...
The Use of Gamification to Support the Process of Teaching Scrum
ITiCSE '19: Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science EducationThis poster presents our work in progress using gamification principles to create a game for supporting the process of teaching Project Management concepts. We created the Scrum Simulator, a game that is focused on promoting the engagement of students ...
Gamification for software process improvement: a practical approach
Gamification is a research field that is intended to increase motivation, so it is especially indicated in human capital intensive environments such as the software industry. Within Software Engineering, one of the main issues regarding software process ...
Comments