游戏化协作优先级:点化是否有效?

Fitsum Meshesha Kifetew, Denisse Muñante Arzapalo, A. Perini, A. Susi, A. Siena, P. Busetta, Danilo Valerio
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引用次数: 24

摘要

游戏化已经在软件工程环境中得到了应用,最近在需求工程中也得到了应用,目的是提高人们执行特定工程任务的积极性和参与度。但通常情况下,游戏化任务能否成功实现预期目标的客观评估是缺失的。另一方面,当前设计游戏化过程的实践似乎是基于尝试、测试和学习方法,而不是基于第一原则的设计方法。因此,实证评价应发挥更重要的作用。我们结合了游戏化和自动推理技术来支持软件进化中的协作需求优先级。第一个原型已经在三个工业用例的上下文中进行了评估。为了进一步研究特定游戏元素(即基于点数的元素)的影响,我们执行了一个准实验,比较了带有和不带有点数的两个版本的工具。我们提出了这两个实证评估的结果,并讨论了经验教训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamifying Collaborative Prioritization: Does Pointsification Work?
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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