Supporting the individuation, analysis and gamification of software components for acceptance requirements fulfilment

Conference paper


Calabrese, F., Piras, L. and Giorgini, P. 2022. Supporting the individuation, analysis and gamification of software components for acceptance requirements fulfilment. Barn, B. and Sandkuhl, K (ed.) IFIP Working Conference on The Practice of Enterprise Modeling. London 23 - 25 Nov 2022 Springer. pp. 33-48 https://doi.org/10.1007/978-3-031-21488-2_3
TypeConference paper
TitleSupporting the individuation, analysis and gamification of software components for acceptance requirements fulfilment
AuthorsCalabrese, F., Piras, L. and Giorgini, P.
Abstract

Abstract. In the last few years, Gamification has proved effective for motivating users in using software systems. Gamification Engineering has been proposed as a systematic way to gamify systems. Goal-Oriented Requirements Engineering (GORE) techniques have been emerging for supporting the gamification of a system from the initial stages. However, the gamification of a system itself proved not effective, unless requirements engineers design the gamification solution being driven by characterising users, the context, and considering factors and strategies coming from Social Sciences (e.g., Psychology, Sociology, Human Behaviour, Organisational Behaviour). GORE Gamification Engineering techniques have been enhanced for supporting such concepts, referred to as Acceptance Requirements, and the Agon Framework, with its systematic Acceptance Requirements Analysis Based on Gamification, has been proven effective in different EU Projects. However, according to engineers we interviewed in our projects, some GORE gamification activities remain difficult and require further support. In this paper, our contributions are: (i) individuating such activities and providing lessons learned, (ii) considering a crucial activity, i.e. individuation of software components to gamify and how to gamify them, and proposing a solution for this. Our solution is called Supporting the individuation, analysis, and GAMification (SiaGAM) algorithm. To evaluate SiaGAM, we considered the gamification results of 5 EU projects, compared them with the results of applying SiaGAM, and we found that SiaGAM is effective in supporting the engineer in individuating software functions to gamify.

KeywordsRequirements engineering; Acceptance requirements; Gamification; Goal models; Goal modeling analysis; Software engineering
Sustainable Development Goals9 Industry, innovation and infrastructure
Middlesex University ThemeCreativity, Culture & Enterprise
LanguageEnglish
ConferenceIFIP Working Conference on The Practice of Enterprise Modeling
Page range33-48
Proceedings TitleThe Practice of Enterprise Modeling: 15th IFIP WG 8.1 Working Conference, PoEM 2022, London, UK, November 23–25, 2022, Proceedings
SeriesLecture Notes in Business Information Processing
EditorsBarn, B. and Sandkuhl, K
ISSN1865-1348
Electronic1865-1356
ISBN
Paperback9783031214875
Electronic9783031214882
PublisherSpringer
Publication dates
Online17 Nov 2022
Print17 Nov 2022
Publication process dates
Deposited11 Jan 2023
Accepted20 Sep 2022
Output statusPublished
Accepted author manuscript
Copyright Statement

This version of the paper has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use (https://www.springernature.com/gp/open-research/policies/accepted-ma...), but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/978-3-031-21488-2_3

Digital Object Identifier (DOI)https://doi.org/10.1007/978-3-031-21488-2_3
Web of Science identifierWOS:000923532300003
Web address (URL) of conference proceedingshttps://link.springer.com/book/10.1007/978-3-031-21488-2
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