Evaluation of an Industrial Case of Gamification in Software Quality Improvement

dc.authorid Say, Bilge/0000-0001-9276-729X
dc.authorscopusid 22434225400
dc.authorscopusid 57502476300
dc.authorscopusid 57027872500
dc.authorscopusid 34872706200
dc.contributor.author Say, Bilge
dc.contributor.author Altunel, Haluk
dc.contributor.author Kosa, Mehmet
dc.contributor.author Koca-Atabey, Muejde
dc.contributor.other Software Engineering
dc.date.accessioned 2024-07-05T15:21:47Z
dc.date.available 2024-07-05T15:21:47Z
dc.date.issued 2023
dc.department Atılım University en_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, Turkiye en_US
dc.description Say, Bilge/0000-0001-9276-729X en_US
dc.description.abstract The 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.citationcount 1
dc.identifier.doi 10.17083/ijsg.v10i3.594
dc.identifier.endpage 42 en_US
dc.identifier.issn 2384-8766
dc.identifier.issue 3 en_US
dc.identifier.scopus 2-s2.0-85171384807
dc.identifier.startpage 23 en_US
dc.identifier.uri https://doi.org/10.17083/ijsg.v10i3.594
dc.identifier.uri https://hdl.handle.net/20.500.14411/2131
dc.identifier.volume 10 en_US
dc.identifier.wos WOS:001108906000001
dc.institutionauthor Say, Bilge
dc.language.iso en en_US
dc.publisher Serious Games Soc en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.scopus.citedbyCount 5
dc.subject Gamification en_US
dc.subject Software Development en_US
dc.subject Software Quality en_US
dc.subject Teamwork en_US
dc.subject Interpretive Phenomenological Analysis en_US
dc.title Evaluation of an Industrial Case of Gamification in Software Quality Improvement en_US
dc.type Article en_US
dc.wos.citedbyCount 5
dspace.entity.type Publication
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