软件质量改进中游戏化的工业案例评价

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Serious Games Pub Date : 2023-09-04 DOI:10.17083/ijsg.v10i3.594
B. Say, H. Altunel, Mehmet Kosa, Müjde Koca-Atabey
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引用次数: 0

摘要

工业规模的游戏化干预对提高软件质量的价值是软件工程研究的一个感兴趣的话题;但是,很少有人从开发者的经验角度对其进行分析。本研究的目的是定性地评估大型软件公司中基于团队的、排行榜式游戏化干预的开发者体验。为了了解改进代码安全性和质量的积极结果的动态,在技术和社会心理方面进行了半结构化访谈。我们采访了来自3个不同排行榜团队的8名成员,他们在最终排行榜上的排名各不相同,并使用解释性现象学分析(Interpretive Phenomenological Analysis)检查了这些记录。结果表明,游戏化干预确实在单元测试、代码审查和设计等一系列技术实践中产生了积极的个人和团队意识和行为改变。干预后,参与者讨论了他们的动机、归属感和沟通如何得到改善,并表达了对游戏化目标的可实现性和公平性以及与现有工作量的相关性的担忧。从分析的主题中产生的经验观点在技术和社会心理方面提供了比当前文献更广泛的见解。
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Evaluation of an industrial case of gamification in software quality improvement
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.
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来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
期刊最新文献
Evaluation of an industrial case of gamification in software quality improvement ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder Predictors of Flow Experience and Knowledge Acquisition in a STEM Game Serious Games and Experiential Learning: Options for Engineering Education Editorial, Vol. 10, No. 3
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