论文标题
在软件工程中使用游戏化的计划和挑战:系统映射
Initiatives and Challenges of Using Gamification in Software Engineering: A Systematic Mapping
论文作者
论文摘要
上下文:游戏化是在不同领域应用的新兴主题,为不同类型的活动带来了贡献。目的:本文旨在表征如何在软件工程(SE)活动的非教育环境中采用游戏化。方法:我们对从该区域的相关数据库获得的文献进行了系统的映射。检索了2640项研究的搜索(截至2020年1月),其中548个是重复的,在应用包含和排除标准后选择了82项,通过向后的滚雪球技术包括了21个,因此总共达到了103项研究。结果:游戏化为诸如需求规范,开发,测试,项目管理和支持过程之类的活动提供了好处。有证据表明某些CMMI 2.0实践领域的支持。最常用的游戏化元素是点和排行榜。获得的主要好处是增加参与度和执行任务的动力。结论:多年来,出版物和新研究计划的数量有所增加,从原始作者的报告中,在SE活动中取得了许多积极的结果。尽管如此,仍然可以为许多SE任务探索游戏化。对于所涉及的证据,经验证据非常有限。
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational contexts of software engineering (SE) activities. Method: We performed a Systematic Mapping of the literature obtained from relevant databases of the area. The searches retrieved 2640 studies (published up to January 2020), of which 548 were duplicates, 82 were selected after applying the inclusion and exclusion criteria, and 21 were included via the backward snowballing technique, thus reaching a total of 103 studies to be analyzed. Results: Gamification provided benefits to activities like requirements specification, development, testing, project management, and support process. There is evidence of gamified support to some CMMI 2.0 Practice Areas. The most commonly used gamification elements are points and leaderboards. The main benefit achieved is the increased engagement and motivation to perform tasks. Conclusion: The number of publications and new research initiatives have increased over the years and, from the original authors' reports, many positive results were achieved in SE activities. Despite this, gamification can still be explored for many SE tasks; for the addressed ones, empirical evidence is very limited.