Gamification solutions for software acceptance: A comparative study of Requirements Engineering and Organizational Behavior techniques

L. Piras, E. Paja, P. Giorgini, J. Mylopoulos, R. Cuel, Diego Ponte
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引用次数: 14

Abstract

Gamification is a powerful paradigm and a set of best practices used to motivate people carrying out a variety of ICT-mediated tasks. Designing gamification solutions and applying them to a given ICT system is a complex and expensive process (in time, competences and money) as software engineers have to cope with heterogeneous stakeholder requirements on one hand, and Acceptance Requirements on the other, that together ensure effective user participation and a high level of system utilization. As such, gamification solutions require significant analysis and design as well as suitable supporting tools and techniques. In this work, we compare concepts, tools and techniques for gamification design drawn from Software Engineering and Human and Organizational Behaviors. We conduct a comparison by applying both techniques to the specific Meeting Scheduling exemplar used extensively in the Requirements Engineering literature.
软件接受的游戏化解决方案:需求工程和组织行为技术的比较研究
游戏化是一个强大的范例,也是一套用于激励人们执行各种信息通信技术介导任务的最佳实践。设计游戏化解决方案并将其应用于给定的ICT系统是一个复杂而昂贵的过程(在时间、能力和金钱上),因为软件工程师一方面必须应对不同的利益相关者需求,另一方面必须应对接受要求,这两者共同确保有效的用户参与和高水平的系统利用率。因此,游戏化解决方案需要大量的分析和设计,以及合适的支持工具和技术。在这项工作中,我们比较了来自软件工程和人类与组织行为的游戏化设计的概念、工具和技术。我们通过将这两种技术应用于需求工程文献中广泛使用的特定会议调度范例来进行比较。
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