Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.
Kohei YOSHIGAMI
Nara Institute of Science and Technology
Taishi HAYASHI
Kindai University
Masateru TSUNODA
Kindai University
Hidetake UWANO
Nara College
Shunichiro SASAKI
Kindai University
Kenichi MATSUMOTO
Nara Institute of Science and Technology
The copyright of the original papers published on this site belongs to IEICE. Unauthorized use of the original or translated papers is prohibited. See IEICE Provisions on Copyright for details.
Copy
Kohei YOSHIGAMI, Taishi HAYASHI, Masateru TSUNODA, Hidetake UWANO, Shunichiro SASAKI, Kenichi MATSUMOTO, "How Does Time Conscious Rule of Gamification Affect Coding and Review?" in IEICE TRANSACTIONS on Information,
vol. E102-D, no. 12, pp. 2435-2440, December 2019, doi: 10.1587/transinf.2019MPL0002.
Abstract: Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.
URL: https://global.ieice.org/en_transactions/information/10.1587/transinf.2019MPL0002/_p
Copy
@ARTICLE{e102-d_12_2435,
author={Kohei YOSHIGAMI, Taishi HAYASHI, Masateru TSUNODA, Hidetake UWANO, Shunichiro SASAKI, Kenichi MATSUMOTO, },
journal={IEICE TRANSACTIONS on Information},
title={How Does Time Conscious Rule of Gamification Affect Coding and Review?},
year={2019},
volume={E102-D},
number={12},
pages={2435-2440},
abstract={Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.},
keywords={},
doi={10.1587/transinf.2019MPL0002},
ISSN={1745-1361},
month={December},}
Copy
TY - JOUR
TI - How Does Time Conscious Rule of Gamification Affect Coding and Review?
T2 - IEICE TRANSACTIONS on Information
SP - 2435
EP - 2440
AU - Kohei YOSHIGAMI
AU - Taishi HAYASHI
AU - Masateru TSUNODA
AU - Hidetake UWANO
AU - Shunichiro SASAKI
AU - Kenichi MATSUMOTO
PY - 2019
DO - 10.1587/transinf.2019MPL0002
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E102-D
IS - 12
JA - IEICE TRANSACTIONS on Information
Y1 - December 2019
AB - Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.
ER -