Toward a Gamification Framework for Requirement Elicitation: Insights From a Systematic Literature Review

IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Zarsha Nazim, Kashif Ishaq, Atif Alvi, Fadhilah Rosdi, Naeem A. Nawaz, Abdul Basit Dogar
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Abstract

Requirement elicitation is the first and foremost step in project development. A set of quality requirements anticipates utmost diligence as this carries the rest of the project. During requirement elicitation, the involvement and engagement of stakeholders determine the extent of the project’s success. Ensuring constant stakeholder motivation and engagement is challenging and requires adequate measures to keep them ambitious throughout. Gamification is an approach that helps sustain and enhance continuous stakeholder enthusiasm by using concepts and elements that appeal to human psychology. The accurate use of gamified concepts and elements ensures constant stakeholder motivation in requirement elicitation and leads to quality requirement generation by reducing ambiguity. Although the use of gamification has the potential to yield productive results, it is not guaranteed in every case. Therefore, there is a need for a comprehensive study of the characteristics, attributes, and elements of gamification in the context of software project development. This paper attempts to identify this problem, and its study is based on the detailed investigation of 74 research articles. This paper adopts a systematic review approach to previous studies and proposes research based on gamification and its elements and using gamified concepts in industrial software development. This detailed analysis and review assembles data, examines queries, and explores implications to develop a theoretical framework to contribute to the knowledge of the existing body of literature. A valuable contribution is made through the projection of the current standing of gamification in software project development that suggests that further research in contextual specificity of a project’s requirement elicitation step can guarantee successful software by yielding quality results. Overall, gamification has potential if used appropriately in requirement engineering, and its application can potentially revolutionize requirement elicitation for stakeholders and project managers.

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面向需求引出的游戏化框架:来自系统文献综述的见解
需求提取是项目开发的第一步,也是最重要的一步。一组质量要求期望最大程度的努力,因为它承载了项目的其余部分。在需求引出过程中,涉众的参与和参与决定了项目成功的程度。确保利益相关者持续的动机和参与是具有挑战性的,需要适当的措施来保持他们的雄心壮志。游戏化是一种通过使用吸引人类心理的概念和元素来帮助维持和增强利益相关者持续热情的方法。游戏化概念和元素的准确使用确保了涉众在需求引出中的持续动机,并通过减少歧义来生成高质量的需求。虽然使用游戏化有可能产生富有成效的结果,但并不能保证在所有情况下都有效。因此,在软件项目开发的背景下,有必要对游戏化的特征、属性和元素进行全面的研究。本文试图识别这一问题,并在详细调查74篇研究论文的基础上进行研究。本文采用系统回顾前人研究的方法,提出了基于游戏化及其要素,并将游戏化概念应用于工业软件开发的研究。这种详细的分析和审查组装数据,检查查询,并探讨影响,以发展一个理论框架,以促进现有的文学体的知识。通过对游戏化在软件项目开发中的当前地位的预测做出了有价值的贡献,这表明对项目需求引出步骤的上下文特异性的进一步研究可以通过产生高质量的结果来保证软件的成功。总的来说,如果在需求工程中使用得当,游戏化是有潜力的,它的应用可能会给涉众和项目经理的需求引出带来革命性的变化。
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来源期刊
Human Behavior and Emerging Technologies
Human Behavior and Emerging Technologies Social Sciences-Social Sciences (all)
CiteScore
17.20
自引率
8.70%
发文量
73
期刊介绍: Human Behavior and Emerging Technologies is an interdisciplinary journal dedicated to publishing high-impact research that enhances understanding of the complex interactions between diverse human behavior and emerging digital technologies.
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