An Analysis of Gamification Elements for a Solving Proposal of
Software Process Improvement Problems
Elziane Monteiro Soares
a
and Sandro Ronaldo Bezerra Oliveira
b
Graduate Program in Computer Sciense, Institute of Exact and Natural Sciences,
Federal University of Pará, Belém, Pará, Brazil
Keywords: Software Process Improvement, Gamification, Problems and Difficulties.
Abstract: As seen in the specialized literature, during the implementations of a Software Process Improvement (SPI)
program, many cases of failure occur, caused on a recurring basis by problems and difficulties in SPI. In
view of this, the need to adopt strategies and approaches to support the implementation of such initiatives is
noticeable. Thus, the use of gamification in the context addressed can allow us to define mechanisms that
drive people's motivation and commitment to the development of tasks in order to stimulate and accelerate
the acceptance of an SPI initiative. In this context, this work aims to present strategies for using elements of
gamification, present in the Octalysis Framework, regarding the treatment of the problems and difficulties
evidenced. The strategies developed must be seen as possible solutions to be used by organizations to assist
them when they encounter situations, in which SPI problems occur.
a
https://orcid.org/0000-0002-3408-8640
b
https://orcid.org/0000-0002-8929-5145
1 INTRODUCTION
Software process improvement (SPI) is seen as the
fundamental approach to improving software
products in software development organizations
(Shih and Huang, 2010), being used to improve the
quality and reliability of the software, employee and
customer satisfaction and return on investment,
among other factors (Gibson et al., 2006; Travassos
and Kalinowski, 2009).
For García et al. (2012), the software sector is
constantly changing, as innovative technologies are
continually developed, new customers and demands
arise, competitors enter to compete for market space.
With this, the authors point out that an important
factor to guarantee the survival of software
organizations is the ability to implement
improvements in their processes, to meet the
growing needs of software.
In this context, studies report cases of failure in
improvement initiatives and basically point out a set
of critical issues that characterize the organizational
environment in which the initiatives are conducted.
Among the existing factors are issues related to
individuals' attitudes, for example, lack of
motivation and resistance to change by members of
organizations and lack of support and commitment
from top management in the improvement initiative
(Baddoo and Hall, 2002; Niazi et al., 2006).
In this sense, it is important that every SPI
initiative considers methods and techniques in the
proposed processes to facilitate implementation and,
thus, minimize the negative effects perceived by
those involved in the process (Merriam, 2009).
Given the above, it is noticeable the need to use
mechanisms to treat or minimize the problems or
difficulties pointed out in the SPI implementations.
Thus, a strategy that can help in this problem, consists
in the use of elements of gamification, since it
encompasses the use of mechanisms and systematic
games to solve problems and to motivate and engage
a certain audience (Hamari, Koivisto, Sarsa, 2014).
Ribeiro (2018) states that gamification emerges
as an emerging phenomenon and with great potential
for application in many fields of human activity,
since the methodology of games is quite popular,
effective in solving problems and is accepted by
current generations that grew up with this type of
entertainment, that is, because they have been used
294
Soares, E. and Oliveira, S.
An Analysis of Gamification Elements for a Solving Proposal of Software Process Improvement Problems.
DOI: 10.5220/0010584702940301
In Proceedings of the 16th International Conference on Software Technologies (ICSOFT 2021), pages 294-301
ISBN: 978-989-758-523-4
Copyright
c
2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
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
295
identified from analyzes carried out on the results
obtained in the literature review and in the
application of a survey, evidenced in the work of
Soares and Oliveira (2020a).
Subsequently, the "Identifying the Gamification
Elements " step was developed, where the elements
of gamification that could be used to minimize or
treat each SPI problem found in the previous step
were identified and correlated (Soares and Oliveira,
2020b).
Thus, the identification of the elements made it
possible to carry out the “Elaborating Dynamics of
Use of the Gamification Elements” step, where
targeted solutions for the use of the elements to
address the problems were developed.
With the completion of the previous step, there
was a need to perform the “Performing Peer
Review” step, in which there was a more careful
analysis and review by an expert on the strategies
developed and the use of the predefined gamified
elements.
The future steps of this research involve the
definition of a detailed dynamic that addresses how
the practical application of gamified elements should
occur in relation to the SPI problems. From this
definition, there will be the application of the
dynamics developed in a real scenario
(organizational context), by means of case study, in
order to collect and analyze data in relation to
performance and possible problems that may occur
with its application.
3 SPI PROBLEMS
The SPI problems, shown in Table 1, were identified
in the work of Soares and Oliveira (2020a), who
carried out a survey of the problems from two
perspectives: analyzes carried out in the literature
and another based on analysis of results obtained
with the application of a survey.
In total, twenty problems were identified, eight
of which were evidenced with the analysis in the
literature and twelve of the survey application. The
literature review allowed identifying problems and
difficulties existing in the literature that occur during
the implementation of SPI. With the application of
the survey, it was possible to obtain information on
the impact (occurrence) that the problems detected
in the review caused, in the perception of the
participants, according to their experience in SPI,
and also contributed to obtain new existing problems
according to reports from the participants.
4 RELATION OF PROBLEMS
WITH THE ELEMENTS
It is noteworthy that in (Soares and Oliveira, 2020b)
there were activities focused on the elaboration of
the mapping of gamification elements, present in the
Octalysis Framework of Chou (2016), eligible to
meet the SPI problems identified in the literature and
in the survey. It is important to emphasize that this
framework addresses a broad context of application
the gamification concepts, while in the work carried
out it was correlated to the problems faced in the SPI
initiatives. In addition, forms of treatment (possible
solutions) were identified in the literature for such
problems and correlated with established
gamification elements, in order to support the
application of the element in the SPI context.
Table 1: Problems identified in the literature and reported
in the survey.
Research
Perspective
Problems Identified
Review of
the
Literature
Or
g
anizational culture chan
g
e
Lack of Knowledge in Software
Engineering
Lack of understanding of the
responsibilities of those involved
p
eo
p
le
Lack of su
pp
ort tools
Lack of / little commitment from senior
management
Little su
pp
ort from em
p
lo
y
ees
Turnove
r
of staff involve
d
Lack of / little qualified human
resources
Survey
Focus on certification instead of
focusing on improvement
Lack of government incentive
Reduction in consulting hours as a way
to reduce costs
Lack of knowledge of the importance of
uali
standards b
the market
Lack of / little projects to validate an
improvement progra
m
Bureaucrac
y
in im
p
rovement
p
ro
g
rams
Continuity of team engagement in the
defined process
Lack of / little knowledge of the quality
standards b
y
em
p
lo
y
ees
Different interpretations in relation to
the
q
ualit
y
standards
Lack of consistent project portfolio
p
lanning
Lack of consistent planning by the
organization's senior management
Lack of flexibility of quality standards
ICSOFT 2021 - 16th International Conference on Software Technologies
296
Table 2 shows the mapping performed, where for
each problem one or more elements to be used were
identified.
It is also important to mention that the mapping
carried out sought justifications in the literature, in
order to verify whether the solutions proposed in the
literature addressed in a gamified way or raised
arguments that resembled some game element
prescribed in the Octalysis Framework. Thus, the
mapping of the gamification element to the SPI
problem was based on two perspectives: i)
justification of solutions based on the Octalysis
Framework and in ii) justifications for solutions
evidenced in literature.
The results obtained with the correlation
between element and problem made it possible to
describe strategies of solutions directed to the
problems, which will be described in the following
section.
Table 2: Mapping problems to gamification elements.
SPI Problems Gamifcation Elements
Organizational culture
change
- Narrative
- Free Lunch
- Rockstar effect
- Building from scratch
- On-boarding / Step-by-
Step Tutorials
- Appointment Dynamics
- Brilliant Choice
Lack of Knowledge in
Software Engineering
- Progress Bars
- On-boarding / Step-by-
Step Tutorials
- Brilliant Choice
Lack of understanding of
the responsibilities of
those involved people
- Narrative
- On-boarding / Step-by-
Step Tutorials
- Brilliant Choi
Lack of support tools - Building from scratch
- On-boarding / Step-by-
Step Tutorials
- Brilliant Choice
Lack of / little
commitment from senior
management
- Narrative
- On-boarding / Step-by-
Step Tutorials
Little support from
employees
- Narrative
- Free Lunch
- Badges / Achievements
- Mentoring
Turnover of staff
involved
- Free Lunch
- Rockstar effect
- On-boarding / Step-by-
Step Tutorials
- List of Rewards / Lotter
y
Lack of / little qualified
human resources
- Progress Bars
- On-boarding / Step-by-
Ste
p
Tutorials
SPI Problems Gamifcation Elements
- Brilliant Choice
Focus on certification
instead of focusing on
improvement
- Narrative
- Building from scratch
Lack of government
incentive
- Elitism
Reduction in consulting
hours as a way to reduce
costs
- Narrative
Lack of knowledge of the
importance of qualiy
standards b
y
the market
- Elitism
Lack of / little projects to
validate an improvement
p
ro
g
ra
m
- On-boarding / Step-by-
Step Tutorials
Bureaucracy in
improvement programs
- Narrative
- Building from scratch
- On-boarding / Step-by-
Step Tutorials
- Mystery Boxes / Random
Rewards
Continuity of team
engagement in the
defined
p
rocess
- On-boarding / Step-by-
Step Tutorials
- A
pp
ointment D
y
namics
Lack of / little
knowledge of the quality
standards by employees
- Narrative
- On-boarding / Step-by-
Step Tutorials
- Brilliant Choice
Different interpretations
in relation to the quality
standards
- Narrative
- On-boarding / Step-by-
Ste
p
Tutorials
Lack of consistent
p
roject portfolio planning
- On-boarding / Step-by-
Step Tutorials
Lack of consistent
planning by the
organization's senior
management
- Building from scratch
- On-boarding / Step-by-
Step Tutorials
Lack of flexibility of
q
ualit
y
standards
- Narrative
5 PROPOSAL FOR THE USE OF
GAMIFICATION ELEMENTS
TO SOLVE SPI PROBLEMS
In order to guarantee the proposed use of this work,
this section discusses the strategies for applying the
gamification elements. These strategies should be
seen as possible solutions to be used by
organizations to assist them when they encounter
situations, in which SPI problems occur.
The occurrence of these problems in
organizations is due to the lack of an effective
strategy to successfully implement the quality
standards and models. Thus, it is important to
highlight that the software process improvement
An Analysis of Gamification Elements for a Solving Proposal of Software Process Improvement Problems
297
initiatives cause changes to be effectively
established in the development process; therefore,
the implantation rarely occurs spontaneously (Niazi,
2009).
Therefore, it is important to maintain the
engagement and motivation of those involved
people. For Vianna et al. (2013) the level of
engagement of the individual in the scenario is
influenced by the degree of dedication of the
individual to the designated tasks. This dedication,
in turn, can be achieved with the proposed solutions
with the elements of gamification as it is applied to
stimulate the individual's behavior.
It should also be noted that the gamified
elements were related to the problems that occur in
SPI implementations, with the development of
strategies directed to use in the organization, in order
to minimize the occurrence of these problems.
Therefore, these strategies were not developed to be
applied to a specific improvement model ou
standard, and it is not possible in the proposal to
consider a process area or an activity directed to the
application, since the purpose of the application is
precisely to be applicable to any model or standard,
favoring a substantive dynamic for organizations.
In view of the above, the following subsection
will describe how the elements of gamification
should be applied.
5.1 Narrative
The application of this element should involve
explaining the purpose of implementing the
improvement process, including the needs, reasons
and expected results. As well as, to present to
collaborators the dynamic way that the process must
be applied, involving all activities and approaches to
the execution of tasks and communication.
It is also important to involve the employee in a
playful context, with different profile assignments
than those they exercise in the initiatives, such as the
name of heroes, characters from films or cartoons,
but with the evidence of their due responsibilities,
according to the scenario used by the organization.
5.2 Building from Scratch
The application of this element requires the
involvement of employees in a more active way, in
the structuring of the process in the organization,
since they must contribute with suggestions and
opinions in relation to what will be developed to
provide a collaborative environment of creation and
participation in the improvement process.
5.3 On-boarding / Step-by-Step
Tutorials
The application takes place in the assignments,
guidelines and information provided to those
involved people, by a person whose competence is
to be an expert in the area of SPI and / or to be an
expert in the area of Gamification, in order to
answer questions and promote knowledge,
commitment and support the actions and strategies
created to achieve a better performance in its
activities.
5.4 Progress Bars
This element must be applied when creating a Track
of actions for the learning of those involved people,
and from this must be given to those involved people
a way of visualizing their progress according to the
fulfillment of the actions established for their
training.
5.5 Free Lunch
The application of this element must occur with the
provision of rewards to employees related to the
delivery of demands that are their responsibility in
the SPI journey.
5.6 Rockstar Effect
This element is applied with the creation of a context
of recognition of the work performed to the
employee from the perspective of the team itself
(internal perspective), based on the dynamics of
delivering something symbolic of recognition to
highlight the importance of the employee in the
improvement initiative.
5.7 Brilliant Choice
This element is applied when it is possible for
employees to request faster and more targeted
guidance from another employee when they
experience difficulties in carrying out their activities
/ demands, since if they were to resort to training
cases, it would be more time consuming and costly.
5.8 Elitism
It should be applied to promote strategies, internally
and externally, of the benefits of adopting an
improvement program in the organization, clarifying
to those involved people the importance of
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contributing and participating in this
implementation, which provides the feeling of pride
in acting in the context of SPI and also from an
external perspective, the disclosure of benefits can
lead to a competitive advantage in the market by the
organization.
5.9 Badges / Achievements
The application of this element is conditioned to the
application of a strategy similar to that promoted
with the loyalty card, where each completed action
must have a series of rewards / awards to employees
who effectively fulfill the deliveries necessary for
the success of the improvement program.
This strategy should also be similar to a scoring
system, where the more the person completes his
demands, the more points he accumulates to have his
rewards / prizes.
5.10 List of Rewards / Lottery
It is applied with the availability of rewards
delivered to those involved when they complete their
demands, using a digital roulette wheel, where the
reward is linked to luck, a factor that is impossible to
control. So the employee spins the roulette wheel
with the possible rewards and waits to find out what
reward he got.
5.11 Mystery Boxes / Random Rewards
The use of this element must be provided to the
employee when he manages to maintain an excellent
performance in the deliveries established in relation
to his demands, the permanence in this state must
guarantee a bonus. This bonus is a secret reward and
without a predetermined time.
5.12 Appointment Dynamics
The use of this element occurs when employees are
established to use a tool, for example, Trello,
Taskboard, Habitica, Slack, among others, to help
them to remember in a recurring way what must be
developed of actions to achieve the expected results,
as well as monitoring and management of these
actions.
6 EVALUATIVE DISCUSSION
In the solutions proposed with the gamification
elements, a more careful analysis took place by an
expert in the area of software engineering, in the
strategies developed and the use of the predefined
gamified elements to the SPI problems. This
analysis took place with the peer review technique.
Peer review can be implemented with a simple
review, where only one person reviews the work
product, provided that: the reviewer is not the author
of the document itself, who has knowledge of the
document to review its content, and that objective
criteria be used for the review (SOFTEX, 2016).
It is emphasized that the definitions of the
strategies were constantly reviewed and evaluated
by an expert with the objective of achieving /
guaranteeing the expected purpose of applying the
element in the context of gamification. For
Deterding and Dixon (2016), gamification means
using elements of game design in other contexts not
related to games in order to engage people to
achieve a goal. In this study, the application context
is the SPI initiatives.
Thus, the expert's considerations were based on
the Octalysis Framework, which has its structure
organized in eight Core Drivers and their
corresponding correlated game elements. Core
Drivers represent basic and fundamental factors in
games that provide the motivation to perform a
variety of activities and discussions. In addition,
depending on the game strategy and scenario used,
there are the elements or techniques to engage the
participants, which in this case are the game
elements, which are factors capable of boosting the
participant differently, where some strategies
stimulate the from inspiration and empowerment and
others from obsession and manipulation (Chou,
2016).
In Core Drive 1 (Epic Meaning & Calling), the
use of the elements Narrative, Free lunch, Elitism,
substantiates what was expected by this drive, as it
makes the involved person believes that he is
participating or contributing with something bigger,
that is, of great relevance, which generates to the
involved feelings of recognition, of being a
fundamental person to execute the necessary actions.
In Core Drive 2 (Development &
Accomplishment) the use of the elements Rockstar
effect, Progress bars, Badges / achievements,
confirms the development of internal motivation in
those involved people in relation to progressions, in
the development of skills, in the achievement of
mastery and, eventually, in overcoming challenges,
with the representation of points, badges and
leaderboards, and thus guaranteeing what is
expected in this core drive.
An Analysis of Gamification Elements for a Solving Proposal of Software Process Improvement Problems
299
From the Core Drive 4 (Ownership &
Possession), only the Building from scratch was
used, this was justified by providing those involved
people with the motivation to own something and,
consequently, contribute to improvements, because
when the person feels ownership over something,
they wants to improve what you have.
In Core Drive 5 (Social Influence &
Relatedness), application of the On-boarding / step-
by-step tutorials element supports what was
expected by this core drive, as it involves activities
inspired by what other people think, do or say. In
other words, it incorporates all the social elements
that motivate people, which include guidelines,
social acceptance, social feedback and
companionship.
As for Core Drive 6 (Scarcity & Impatience), the
Appointment dynamics element was used, which
confirms what is expected by this core drive, as it is
a form of impulse that motivates to want, and directs
the search for results, in contexts that have great
difficulties.
From the last Core Drive 7 (Unpredictability &
Curiosity) the elements used were: Brilliant choice,
List of rewards / lottery and Mystery boxes /
Random Rewards. These elements guarantee what is
expected by this drive, as it is the drive of constant
involvement, because when something does not fit
into its regular pattern recognition cycles, its brain
kicks in and pays attention to the unexpected.
Therefore, it is also the main force behind our
affection for experiences that are uncertain and
involve chance.
It should also be noted that only the Drivers and
elements that were used in the strategies developed
in the context of SPI were justified, in terms of the
expected result, in this work.
7 CONCLUSION
For Montoni (2010), the success in implementing
Software Process Improvement depends
fundamentally on strategies and approaches adopted
to support the execution of such initiatives. Thus, the
absence or inadequacy of these approaches is one of
the most common reasons for the failure of
improvement initiatives.
Although there are studies that address the
problems evidenced in the improvement programs,
few studies still seek to identify practices in order to
mitigate the negative effects of critical factors
(Mendes et al., 2007).
In this context, this work aimed to present
strategies for using elements of gamification, present
in the Octalysis Framework by Chou (2016). These
strategies should be seen as possible solutions to be
used by organizations to assist them when they
encounter situations, in which SPI problems occur.
The use of gamification is justified because it
aims to transform activities and make them more
attractive and fun by the use of techniques and
elements of games, so as to increase people's
motivation when performing tasks (Menezes et al.,
2016). Thus, it is expected that with the use of the
elements of gamification the problems will be
treated or minimized in an appropriate, efficient and
effective way, where those involved people can
obtain a great performance by interacting in a
motivated and engaged way in the SPI. According to
Muzeka and Marquardt (2017), with gamification
the individual has the possibility to get into tasks and
solve problems and achieve goals.
In view of the above, it is intended as future
work to: a) describe in a structured and playful way,
a dynamics of application of the elements of
gamification in a context of SPI, with the necessary
specifications of procedures and necessary
resources, adequate for the treatment of problems or
recurring difficulties in implementing
improvements, and b) apply the gamified solutions
in a real scenario, aiming to collect and analyze data
in relation to performance and possible problems
that may occur with its application.
ACKNOWLEDGEMENTS
The authors would like to thank the Coordination for
the Improvement of Higher Education Personnel
(CAPES) in Brazil for the financial support for
granting an institutional PhD scholarship to PPGCC
(Graduate Program in Computer Science) / UFPA
(Federal University of Pará. This work belongs to
the SPIDER (Software Process Improvement:
DEvelopment and Research) / UFPA project
(http://www.spider.ufpa.br).
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