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The term gamification was first coined in 2002 by Nick Pelling, a game developer (Marczewski 2013, p. 24). Studies of gamification in software engineering literature tend to focus on gamification techniques in software products (gamified software), gamification of the development process, or gamification in software engineering education. In all three strands of research, the focus tends to be on increased engagement. For gamified software this means increased engagement of end-users, and as suggested above, for gamification of the development process this means increased engagement of developers.
In the remainder of this section we summarize prior work on gamification in software engineering (Section 2.1). We then focus on the concept of developer engagement, which has remained largely undefined within the SE literature, and provide a definition (Section 2.2).
Whereas gamification is a topic that could be applied in any domain, in this section we focus specifically on gamification in a software engineering context. Several scholars have identified gamification as a potentially useful approach in software engineering (Yilmaz et al. 2019; Fraser 2017; Dal Sasso et al. 2017). Numerous review papers have reported overviews of gamification in software engineering (Alhammad and Moreno 2020; Pedreira et al. 2015; Alhammad and Moreno 2018; Mäntylä and Smolander 2016; García et al. 2017; Machuca-Villegas and Gasca-Hurtado 2018); a recent tertiary study identified no fewer than 12 secondary studies (García-Mireles and Morales-Trujillo 2019). The software engineering literature that has focused on gamification consists primarily of three strands:
Gamification of software engineering education. These efforts focus primarily on the use of gamification techniques in the teaching of software engineering to students, and as such seek to change student behavior (Alhammad and Moreno 2018).
In this article we focus on gamification in a development process context; that is, the use of gamification to change and stimulate developer behavior. Table 1 presents prior empirical studies that have focused on gamification of the software development process, which are related to our study. That is, we selected only those papers that sought to study how gamification can help change developer behavior, excluding any paper that did not present any empirical study. We summarize and classify previous studies based on their research strategy as described by Stol and Fitzgerald (2018). We note that some studies have been conducted with students; in several cases we categorized those as field experiments, rather than laboratory experiments. The reason for this is that the experiments were conducted in a setting that was natural and pre-existing to the students, for example, when the experiment was conducted as part of a software engineering project course.
Gamification techniques have also been used to encourage developers to share knowledge. The last decade or so has witnessed the rise of social media such as Twitter and social coding platforms such as GitHub (Dabbish et al. 2012) and StackOverflow. StackOverflow is a popular Q&A platform that offers an attractive and purpose-built alternative to traditional mailing lists when it comes to sharing knowledge (Vasilescu et al. 2014). StackOverflow uses gamification techniques such as member reputation and badges (Grant and Betts 2013; Li et al. 2012b). Gamification is closely linked to the topic of crowdsourcing, not only in a general context (von Ahn 2006; Morschheuser et al. 2016), but also in software engineering (Stol et al. 2017b). The StackOverflow platform can be seen as a platform for crowdsourcing knowledge (Meldrum et al. 2017), and Topcoder.com is a popular platform that gamifies software development through competitions with points and monetary rewards (Stol et al. 2017a). There are numerous studies of these open platforms in the software engineering literature. Relatively few studies, however, exist on the use of gamification in software organizations. In order to understand whether gamification is an effective strategy for software organizations to pursue, rigorous research based on practical applications is necessary.
To guide and focus our study we develop a theoretical model (Fig. 1). We build our model drawing on several established theories and salient themes from prior work on gamification in software engineering.
One of the benefits of SEM over first-generation methods is that SEM allows the inclusion of latent variables as opposed to only directly observable variables. As attention for human factors and behavior in software engineering is increasing, the use of SEM is highly suitable in order to analyze variables such as trust and job satisfaction (Lenberg et al. 2015; Graziotin et al. 2021). This study therefore makes a methodological contribution to the limited few studies employing SEM by demonstrating its use in a software engineering context.
Third, we drew on Personal Investment theory and study a salient reason for why software developers might participate in a gamification initiative, namely, a desire to learn new software development skills and technologies (see Beecham et al. (2008) for example). To the best of our knowledge, this motivation has not been linked to participation in gamification initiatives in SE (see Table 1); prior studies have focused primarily on whether gamification works to achieve better quality documentation, code, and so on. Much of the gamification literature (beyond the software engineering literature) refers to self-determination theory in seeking why participants participate, and so the use of an alternative motivational lens contributes to the heterogeneity of theoretical perspectives that Rapp et al. (2019) have called for. Our findings offer support for the hypothesis that developers are interested to participate in a gamification platform if this offers them opportunities to learn new skills and technologies. Organizations that wish to introduce new tools or technologies could consider using a dedicated gamification platform to introduce new tools and technologies, for example, to entice developers to learn a new programming language for use in future projects.
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