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Behind Points and Levels — The Influence of Gamification Algorithms on Requirements Prioritization


Huber, Martina; Kolpondinos, Martina Z Huber; Glinz, Martin (2017). Behind Points and Levels — The Influence of Gamification Algorithms on Requirements Prioritization. In: 2017 IEEE 25th International Requirements Engineering Conference (RE), Lisbon, 4 October 2017 - 8 October 2017, 332-341.

Abstract

Prioritizing requirements is a crucial ingredient of successful Requirements Engineering (RE). The popular prioritization techniques assume that stakeholders are known and can be mandated to contribute to the prioritization process. This prerequisite no longer holds for many of today's systems where significant stakeholders (end-users, in particular) are outside organizational reach: they are neither known nor can they be identified among the members of the involved organizations. Classic techniques for involving these stakeholders such as polls or questionnaires are neither interactive nor collaborative, which is detrimental for prioritization. Social media enable collaborative prioritization, but fall short in motivating stakeholders outside organizational reach to participate voluntarily. In this light, we are developing the Garuso platform, which combines social media with gamification for motivating stakeholders. While first approaches to employing gamification in RE are promising, research is still in its infancy. Especially, little is known about the influence of the gamification algorithms controlling single game elements on the stakeholders' activities. In this paper we report on a field experiment in which we investigated this influence with Garuso. We found statistically significant differences between different algorithms controlling single game elements on the contributions of stakeholders to the prioritization of requirements.

Abstract

Prioritizing requirements is a crucial ingredient of successful Requirements Engineering (RE). The popular prioritization techniques assume that stakeholders are known and can be mandated to contribute to the prioritization process. This prerequisite no longer holds for many of today's systems where significant stakeholders (end-users, in particular) are outside organizational reach: they are neither known nor can they be identified among the members of the involved organizations. Classic techniques for involving these stakeholders such as polls or questionnaires are neither interactive nor collaborative, which is detrimental for prioritization. Social media enable collaborative prioritization, but fall short in motivating stakeholders outside organizational reach to participate voluntarily. In this light, we are developing the Garuso platform, which combines social media with gamification for motivating stakeholders. While first approaches to employing gamification in RE are promising, research is still in its infancy. Especially, little is known about the influence of the gamification algorithms controlling single game elements on the stakeholders' activities. In this paper we report on a field experiment in which we investigated this influence with Garuso. We found statistically significant differences between different algorithms controlling single game elements on the contributions of stakeholders to the prioritization of requirements.

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Additional indexing

Item Type:Conference or Workshop Item (Paper), refereed, original work
Communities & Collections:03 Faculty of Economics > Department of Informatics
Dewey Decimal Classification:000 Computer science, knowledge & systems
Language:English
Event End Date:8 October 2017
Deposited On:27 Mar 2018 08:22
Last Modified:31 Jul 2018 06:06
Publisher:IEEE
ISSN:2332-6441
ISBN:978-1-5386-3191-1
OA Status:Green
Publisher DOI:https://doi.org/10.1109/RE.2017.59
Official URL:http://ieeexplore.ieee.org/document/8049139/
Other Identification Number:merlin-id:15497

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