Browsing by Subject "Gamification"
Now showing 1 - 3 of 3
Results Per Page
Sort Options
Item Open Access Evaluation of an industrial case of gamification in software quality improvement(Serious Games Society, 2023-09-04) Say, B.; Altunel, Haluk; Kosa, M.; Koca-Atabey, M.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.Item Open Access The ludic production of space: gamification and spatial experience(2019-07) Murat, Fatma NurThis thesis traces the changes in the spatiality of play with a focus on conceptual and structural transformations play has undergone in the modern times. These transformations lead to the dissolution of the boundaries between play space and physical space. Later, the emergence of gamification brings to the completion the fusion between play and life. With the development of location based social networks, gamification turns the spatial experience into a part of play. In order to understand the implications of this transformation, Lefebvre’s conception of the production of space is used as a conceptual tool. It is argued that play seeps into each element of the spatial triad and becomes a part of the production of space. The possibility of the creation of the differential space through gamification is discussed.Item Open Access Serious game plug-in experience for devops(Rheinisch-Westfaelische Technische Hochschule Aachen, 2018) Üsfekes, Ç.; Macit, Y.; Yilmaz, M.; Tüzün, ErayIn terms of DevOps, efficiency and speed are important dimensions that define customer satisfaction. With serious game applications, it is aimed to make the everyday industrial software efforts more efficient and faster in a competitive environment. DevOps activities potentially could be gamified to provide a competitive environment where the participants are awarded to increase productivity in a software development environment. Defect management is one of the most important components in DevOps activities in terms of customer satisfaction. In order to solve the detected bug in a shorter amount of time, the engineers participate in a competitive environment, commit to a bid to resolve bug faster, where the results are observable by other engineers in a game environment. In this study, the development and game flow of an auction-based serious game application for effective defect management is described.