Proceedings of the 30th ACM Joint European Software Engineering Conference and Symposium on the Foundations of Software Enginee 2022
DOI: 10.1145/3540250.3558948
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Achievement unlocked: a case study on gamifying DevOps practices in industry

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Cited by 5 publications
(5 citation statements)
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“…Furthermore, a bad implementation can lead to unintended behaviour that focuses on archiving the goal of the game feature instead of adopting meaningful practices. This can also lead to unfair competition environments and demotivate other competitors [9]. Other considerations focus on the excessive pressure on users, creating an unhealthy environment [10].…”
Section: B Gamification Fundamentalsmentioning
confidence: 99%
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“…Furthermore, a bad implementation can lead to unintended behaviour that focuses on archiving the goal of the game feature instead of adopting meaningful practices. This can also lead to unfair competition environments and demotivate other competitors [9]. Other considerations focus on the excessive pressure on users, creating an unhealthy environment [10].…”
Section: B Gamification Fundamentalsmentioning
confidence: 99%
“…These elements provide recognition of achievements to satisfy intrinsic motivational needs for competence and acknowledgement. Through this, repetitive and complex tasks can be made more engaging [9].…”
Section: A Individual Challengesmentioning
confidence: 99%
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“…Gamekins supports a total of nine different types of quests 3 . Quests are created by checking the prerequisites of potential quests, such as ensuring that a sufficient number of required challenges can be generated.…”
Section: Gamification Elements Of Gamekinsmentioning
confidence: 99%
“…Gamification has been explored for incentivizing practitioners to write tests and adopt good testing practices [24]. For this, gamification has been integrated into integrated development environments [47], browsers [23], and continuous integration [3], with results suggesting that gamification can improve test automation. There have also been attempts to gamify aspects of testing such as test-to-code traceability [37] or acceptance testing [40].…”
Section: Related Workmentioning
confidence: 99%