Evaluation of an industrial case of gamification in software quality improvement

dc.authoridSay, Bilge/0000-0001-9276-729X
dc.authorscopusid22434225400
dc.authorscopusid57502476300
dc.authorscopusid57027872500
dc.authorscopusid34872706200
dc.contributor.authorSay, Bilge
dc.contributor.authorAltunel, Haluk
dc.contributor.authorKosa, Mehmet
dc.contributor.authorKoca-Atabey, Muejde
dc.contributor.otherSoftware Engineering
dc.date.accessioned2024-07-05T15:21:47Z
dc.date.available2024-07-05T15:21:47Z
dc.date.issued2023
dc.departmentAtılım Universityen_US
dc.department-temp[Say, Bilge] Atilim Univ, Dept Software Engn, Ankara, Turkiye; [Altunel, Haluk] Odeon Software Technol, Istanbul, Turkiye; [Altunel, Haluk] Bilkent Univ, Dept Comp Engn, Ankara, Turkiye; [Kosa, Mehmet] Arizona State Univ, Dept Psychol, Tempe, AZ USA; [Koca-Atabey, Muejde] Ankara Medipol Univ, Dept Psychol, Ankara, Turkiyeen_US
dc.descriptionSay, Bilge/0000-0001-9276-729Xen_US
dc.description.abstractThe value of industrial-scale gamification interventions for improving software quality is a topic of interest for software engineering research; but it has not frequently been analysed from the perspective of the developer's experiences. The objective of this study is to qualitatively evaluate developers' experiences in a team-based, leaderboard-style gamification intervention in a large software house. To understand the dynamics of positive outcomes in improving code security and quality, semi structured interviews were conducted regarding both technical and psychosocial aspects. Eight members of three different leaderboard teams with different standings in the final leaderboard were interviewed, and the transcripts were examined using Interpretive Phenomenological Analysis. The results showed that the gamification intervention did result in positive individual and team-based awareness and behaviour change in a range of technical practices such as unit testing, code reviewing, and design. Post intervention, the participants discussed how their motivation, sense of belonging, and communication improved, also expressing concerns over attainability and fairness of gamification goals and relevance to existing workload. The experiential perspective emerging from analysed themes gives broader insights in technical and socio-psychological dimensions than available in the current literature.en_US
dc.identifier.citation1
dc.identifier.doi10.17083/ijsg.v10i3.594
dc.identifier.endpage42en_US
dc.identifier.issn2384-8766
dc.identifier.issue3en_US
dc.identifier.scopus2-s2.0-85171384807
dc.identifier.startpage23en_US
dc.identifier.urihttps://doi.org/10.17083/ijsg.v10i3.594
dc.identifier.urihttps://hdl.handle.net/20.500.14411/2131
dc.identifier.volume10en_US
dc.identifier.wosWOS:001108906000001
dc.institutionauthorSay, Bilge
dc.language.isoenen_US
dc.publisherSerious Games Socen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectGamificationen_US
dc.subjectSoftware Developmenten_US
dc.subjectSoftware Qualityen_US
dc.subjectTeamworken_US
dc.subjectInterpretive Phenomenological Analysisen_US
dc.titleEvaluation of an industrial case of gamification in software quality improvementen_US
dc.typeArticleen_US
dspace.entity.typePublication
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