HALO (highly addictive, socially optimized) software engineering

GAS '11 Pub Date : 2011-05-22 DOI:10.1145/1984674.1984685
Swapneel Sheth, Jonathan Bell, G. Kaiser
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引用次数: 43

Abstract

In recent years, computer games have become increasingly social and collaborative in nature. Massively multiplayer online games, in which a large number of players collaborate with each other to achieve common goals in the game, have become extremely pervasive. By working together towards a common goal, players become more engrossed in the game. In everyday work environments, this sort of engagement would be beneficial, and is often sought out. We propose an approach to software engineering called HALO that builds upon the properties found in popular games, by turning work into a game environment. Our proposed approach can be viewed as a model for a family of prospective games that would support the software development process. Utilizing operant conditioning and flow theory, we create an immersive software development environment conducive to increased productivity. We describe the mechanics of HALO and how it could fit into typical software engineering processes.
HALO(高度上瘾,社会优化)软件工程
近年来,电脑游戏在本质上变得越来越具有社交性和合作性。大量玩家在游戏中相互协作以实现共同目标的大型多人在线游戏已经变得非常普遍。为了共同的目标而合作,玩家会更加专注于游戏。在日常工作环境中,这种投入是有益的,而且经常被寻求。我们提出了一种名为HALO的软件工程方法,它基于流行游戏中的属性,将工作变成游戏环境。我们提出的方法可以被看作是支持软件开发过程的一系列潜在游戏的模型。利用操作性条件作用和流理论,我们创建了一个沉浸式的软件开发环境,有助于提高生产力。我们描述了HALO的机制,以及它如何适应典型的软件工程过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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