{"title":"软件测试中的游戏化:特征研究","authors":"G. Jesus, F. Ferrari, D. Porto, S. Fabbri","doi":"10.1145/3266003.3266007","DOIUrl":null,"url":null,"abstract":"Context: Testing is a fundamental activity in the software development cycle. Revealing software faults is its main objective. Despite that, testing is considered unpleasant, dull and tedious. As a result, there is a lack of expertise among professionals while many projects fail. Gamification is a promising way to address testing issues; it is a new trend being used mostly to increase motivation, engagement and performance with the use of game elements in non-game contexts. Objective: To describe results of a study that aimed to characterize how gamification has been explored to support software testing. Method: The studies that compose our baseline for analysis and discussion were obtained through a systematic mapping carried out following a research protocol. To retrieve relevant literature, we applied automatic search and backward snowballing. At the end, we selected 15 studies that we analyzed and classified according to six perspectives: application context, used gamifcation elements, gamification goals, testing techniques, testing levels, and testing process phases. Results: The most used gamification elements are points, leader boards, and levels, and unit testing and functional testing are the level and technique most addressed in the studies, respectively. Conclusion: Gamification is a rising research topic, especially in the software testing field. The increasing interest for gamification has the potential do lead to positive outcomes. The map presented in this paper can be a useful resource for the identification of gaps and for triggering new research initiatives.","PeriodicalId":208536,"journal":{"name":"Brazilian Symposium on Systematic and Automated Software Testing","volume":"93 4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":"{\"title\":\"Gamification in Software Testing: A Characterization Study\",\"authors\":\"G. Jesus, F. Ferrari, D. Porto, S. Fabbri\",\"doi\":\"10.1145/3266003.3266007\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Context: Testing is a fundamental activity in the software development cycle. Revealing software faults is its main objective. Despite that, testing is considered unpleasant, dull and tedious. As a result, there is a lack of expertise among professionals while many projects fail. Gamification is a promising way to address testing issues; it is a new trend being used mostly to increase motivation, engagement and performance with the use of game elements in non-game contexts. Objective: To describe results of a study that aimed to characterize how gamification has been explored to support software testing. Method: The studies that compose our baseline for analysis and discussion were obtained through a systematic mapping carried out following a research protocol. To retrieve relevant literature, we applied automatic search and backward snowballing. At the end, we selected 15 studies that we analyzed and classified according to six perspectives: application context, used gamifcation elements, gamification goals, testing techniques, testing levels, and testing process phases. Results: The most used gamification elements are points, leader boards, and levels, and unit testing and functional testing are the level and technique most addressed in the studies, respectively. Conclusion: Gamification is a rising research topic, especially in the software testing field. The increasing interest for gamification has the potential do lead to positive outcomes. The map presented in this paper can be a useful resource for the identification of gaps and for triggering new research initiatives.\",\"PeriodicalId\":208536,\"journal\":{\"name\":\"Brazilian Symposium on Systematic and Automated Software Testing\",\"volume\":\"93 4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-09-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"14\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Brazilian Symposium on Systematic and Automated Software Testing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3266003.3266007\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Brazilian Symposium on Systematic and Automated Software Testing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3266003.3266007","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification in Software Testing: A Characterization Study
Context: Testing is a fundamental activity in the software development cycle. Revealing software faults is its main objective. Despite that, testing is considered unpleasant, dull and tedious. As a result, there is a lack of expertise among professionals while many projects fail. Gamification is a promising way to address testing issues; it is a new trend being used mostly to increase motivation, engagement and performance with the use of game elements in non-game contexts. Objective: To describe results of a study that aimed to characterize how gamification has been explored to support software testing. Method: The studies that compose our baseline for analysis and discussion were obtained through a systematic mapping carried out following a research protocol. To retrieve relevant literature, we applied automatic search and backward snowballing. At the end, we selected 15 studies that we analyzed and classified according to six perspectives: application context, used gamifcation elements, gamification goals, testing techniques, testing levels, and testing process phases. Results: The most used gamification elements are points, leader boards, and levels, and unit testing and functional testing are the level and technique most addressed in the studies, respectively. Conclusion: Gamification is a rising research topic, especially in the software testing field. The increasing interest for gamification has the potential do lead to positive outcomes. The map presented in this paper can be a useful resource for the identification of gaps and for triggering new research initiatives.