by people for a long time as a form of entertainment,
it becomes easier to accept the use of game
mechanics applying to a context outside of a virtual
game, to engage people to perform day-to-day
processes in different areas of knowledge.
For Hamari and Koivisto (2015), gamification in
an organizational environment promotes intrinsic
changes that cause the individual to participate in the
application of the method. Therefore, over and
above any reward offered in this type of method,
gamification seeks to value the personal factor, be it
in the relationship with the team, as well as the
valuation of the individual himself in engaging him
to achieve his goals.
Some studies were found in the literature
regarding the problems of Systematic Review of the
Literature (SRL) and the use of Gamification, which
highlights the importance of applying this study.
Herranz et al. (2013) present an approach to
change management in SPI initiatives, based on the
use of gamification techniques to support SPI
processes. The authors highlight change management
as one of the important areas to be controlled. In this
way, they direct greater care to managers, since their
actions are essential in improving the software
process and their commitment and support are
essential to obtain the benefits of a software process.
However, the authors present a gamified approach
more focused on top management, without
addressing other gaps that are perceived during the
implementation of the improvement.
In the work of Herranz et al. (2014) a
gamification structure was defined, oriented to the
needs of the organization and the groups of software
professionals involved in an SPI initiative. To
establish an adequate gamification structure, the
authors emphasized the need to adapt the
motivational factors of each of the professional
software groups. Although the authors built a
gamified structure to assist different groups of
professionals, the approach did not specify elements
that should be used as possible solutions to the
problems that professionals would face, since the
structure to be used depends primarily on the initial
study of the people who will be involved
improvement initiative.
The study by Herranz et al. (2018) aimed to
bridge the gap between gamification in SPI and
empirical evidence by presenting the implementation
of the SPI gamification structure in a real
environment. The structure validated in the authors'
previous work was adjusted and implemented in a
small Spanish software development organization, in
a controlled experiment, with a focus on a team
competition (experimental group) to validate its
effectiveness. The results of the implementation
show that the application of the structure does not
increase the motivation of the staff in the tasks of
SPI, although it contributes to improve their
performance. Therefore, the authors point out that
the results obtained are a consequence of the use of
the competitive mechanics of the game, which may
have caused tension among the participants and this
fact can reduce motivation and fun.
As can be seen, none of the works presented
addresses a strategy with elements of gamification
directed to each problem of SPI, as they address the
problem with the mechanism of gamification in a
more general way to involve the participants.
Another point perceived in the works is the absence
of a more in-depth description of the mechanics and
gamification components that were used, which can
make it difficult to replicate the proposal and
negatively impact the results of applying the
structure in other organizations.
In this context, the present work differs from the
others approached in that it presents as a goal a
strategy for the use of gamified elements, present in
the Octalysis Framework (Chou, 2016), being an
author of great importance in the context of
gamification, where the greatest contribution that the
methodology can offer to society is the opposition to
the traditional model of Design Focused on
Functionality for Design Focused on the Human
Aspect (Vianna et al., 2013).
Thus, in this work, the elements of the
framework are used in relation to SPI problems,
interrelating the description of use of each element
to the context of the problems.
In addition to this introductory section, this paper
is structured as follows: Section 2 presents the
research methodology, Section 3 presents the
problems found in the SRL, Section 4 presents the
relationship of the problems with the gamification
elements, Section 5 presents the proposal to use the
gamification elements to solve the problems, Section
6 presents an evaluative discussion on the
information described in this paper, and Section 7
presents the conclusions and future work.
2 RESEARCH METHODOLOGY
The methodology carried out in this work comprises
the steps described below.
Initially, the “Identifying SPI problems” step was
carried out, where the problems and difficulties were
An Analysis of Gamification Elements for a Solving Proposal of Software Process Improvement Problems