Exploring Developers’ Perceptions of GDEs’ Negative Effects

The research uses a focus group to explore software developers’ perceptions of negative effects of game design elements in gamified software development.


This content originally appeared on HackerNoon and was authored by Gamifications FTW Publications

:::info Authors:

(1) Clauvin Almeida, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil;

(2) Marcos Kalinowski, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil;

(3) Anderson Uchoa, Federal University of Ceara (UFC), Itapaje, Brazil;

(4) Bruno Feijo, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil.

:::

Abstract and 1 Introduction

2. Background and Related Work and 2.1. Gamification

2.2. Game Design Elements and 2.3. Gamification Effects

2.4. Related Work on Gamification Negative Effects

3. Systematic Mapping and 3.1. The Research Questions

3.2. Search Strategy and 3.3. Inclusion and Exclusion Criteria

3.4. Applying the Search Strategy

3.5. Data Extraction

4. Systematic Mapping Results

5. Focus Group: Developer Perception on the Negative Effects of Game Design Elements

5.1. Context and Participant Characterization

5.2. Focus Group Design

5.3. The Developers’ Perception on The Negative Effects

5.4. On the Perceived Usefulness, Ease of use and Intent of Adoption of Mapped Negative Effects

5.5. Participant Feedback

6. Limitations

7. Concluding Remarks

7.1. Future Research Directions

Acknowledgements and References

5. Focus Group: Developer Perception on the Negative Effects of Game Design Elements

To complement our research with practitioner insights, we defined an additional research goal for this extended paper based on the Goal Question Metric template [106]: Analyze the mapping study results on negative effects of game design elements; for the purpose of characterization; with respect to the perception of software developers on the mapped negative effects of game design elements; and the perceived usefulness, ease of use, and intent of adoption of the mapping study results from the viewpoint of software developers of gamified software; in the context of their gamification experiences, gathered when developing a real gamified software involving several of the analyzed game design elements.

\ Based on this research goal, we defined the following research question: What is the perception of software developers on the negative effects of using game design elements? – By answering this research question, we want to characterize the developer’s perception on the negative effect of game design elements reported in the literature.

\ For this purpose, we designed a focus group session for promoting in-depth discussion about the negative effect of game design elements. Focus group is a qualitative research method based on gathering data through the conduction of group interviews, called sessions, enabling the extracting experiences from the participants [107]. A focus group session is planned for addressing in-depth discussions about a particular topic during a controlled time slot. Additionally, focus group studies have been conducted in software engineering for revealing arguments and feedback from developers (e.g. [108, 109, 110]). Thus, we decided on using a focus group as a suitable option for understanding the developer’s perception on the negative effect of game design elements.

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:::info This paper is available on arxiv under CC BY 4.0 DEED license.

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This content originally appeared on HackerNoon and was authored by Gamifications FTW Publications


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