TY - GEN
T1 - Gamified Requirements Engineering: Model and Experimentation
AU - Lombriser, Philipp
AU - Dalpiaz, Fabiano
AU - Lucassen, Garm
AU - Brinkkemper, Sjaak
PY - 2016
Y1 - 2016
N2 - [Context & Motivation] Engaging stakeholders in requirements engineering (RE) influences the quality of the requirements and ultimately of the system to-be. Unfortunately, stakeholder engagement is often insufficient, leading to too few, low-quality requirements. [Question/problem] We aim to evaluate the effectiveness of gamification to improve stakeholder engagement and ultimately performance in RE. We focus on agile requirements that are expressed as user stories and acceptance tests. [Principal ideas/results] We develop the gamified requirements engineering model (GREM) that relates gamification, stakeholder engagement, and RE performance. To evaluate GREM, we build an online gamified platform for requirements elicitation, and we report on a rigorous controlled experiment where two independent teams elicited requirements for the same system with and without gamification. The findings show that the performance of the treatment group is significantly higher, and their requirements are more numerous, have higher quality, and are more creative. [Contribution] The GREM model paves the way for further work in gamified RE. Our evaluation provides promising initial empirical insights, and leads us to the hypothesis that competitive game elements are advantageous for RE elicitation, while social game elements are favorable for RE phases where cooperation is demanded.
AB - [Context & Motivation] Engaging stakeholders in requirements engineering (RE) influences the quality of the requirements and ultimately of the system to-be. Unfortunately, stakeholder engagement is often insufficient, leading to too few, low-quality requirements. [Question/problem] We aim to evaluate the effectiveness of gamification to improve stakeholder engagement and ultimately performance in RE. We focus on agile requirements that are expressed as user stories and acceptance tests. [Principal ideas/results] We develop the gamified requirements engineering model (GREM) that relates gamification, stakeholder engagement, and RE performance. To evaluate GREM, we build an online gamified platform for requirements elicitation, and we report on a rigorous controlled experiment where two independent teams elicited requirements for the same system with and without gamification. The findings show that the performance of the treatment group is significantly higher, and their requirements are more numerous, have higher quality, and are more creative. [Contribution] The GREM model paves the way for further work in gamified RE. Our evaluation provides promising initial empirical insights, and leads us to the hypothesis that competitive game elements are advantageous for RE elicitation, while social game elements are favorable for RE phases where cooperation is demanded.
KW - Gamification
KW - Requirements elicitation
KW - Empirical study
KW - Agile requirements
KW - Gamified Requirements Engineering Model
U2 - 10.1007/978-3-319-30282-9_12
DO - 10.1007/978-3-319-30282-9_12
M3 - Conference contribution
SN - 978-3-319-30281-2
T3 - Lecture Notes in Computer Science
SP - 171
EP - 187
BT - Requirements Engineering: Foundation for Software Quality
PB - Springer
ER -