Workshop 1 - GamifySPI


Rory O’Connor
Dublin City University, Ireland

Murat Yilmaz
Cankaya University, Turkey
Definition of Gamification

In the era of social media, Gamification is an emerging trend that is basically using game elements in non-gaming context. However, it is also considered as a new method to bridge the gap between software organizations and customers in a special way. Games provoke the notions of competition and achievement in individuals that trigger innovation. Ultimately, gamification becomes a common technique to motivate your staff.

Workshop Program 5.9.2018

Workshop 1 - Gamification of SPI
09.00 - 10.30
Is gamification a way to a softer software process improvement? A preliminary study of success factors
Eduardo Herranz, Carlos III University of Madrid, Spain, Ricardo Colomo-Palacio, Ostfold University, Norway
Towards a Role Playing Game for Exploring the Roles in Scrum to Improve Collaboration Problems
Zulal Akarsu, Ozgun Onat Metin, Deniz Gungor, Huawai Technologies, Murat Yilmaz, Cankaya University, Turkey
Towards a Standard to Describe and Classify Serious Games as Learning Resources for Software Project Management
Alejandro Calderon, Manuel Trinidad, Mercedes Ruiz, University of Cadiz, Spain, Rory V. O Connor, Dublin City University, Ireland
10.30 - 11.00
Coffee Break
11.00 - 12.30
Adopting Augmented Reality for the Purpose of Software Development Process Training and Improvement: An Exploration.
Ipek Ohri, Irem Oge, Bora Orkun, Murat Yilmaz, Eray Tuzun, Cankaya University, Turkey, Paul Clarke and Rory V. O Connor, Dublin City University, Ireland
Assessment Framework for Gamified Environments: A gamification assessment model for implementing the framework
Gloria Piedad Gasca-Hurtado, Maria Clara Gomez-Alvarez, University of Medellin, Colombia, Mirna Munoz, Jezreel Mejia, CIMAT, Mexico
Gamification to Identify Software Development Team Members Profiles
Mirna Munoz, CIMAT, Mexico, Adriana Pena, University of Guadalajara, Mexico, Jezreel Mejia, CIMAT, Mexico,
Gloria Piedad Gasca-Hurtado, Maria Clara Gomez-Alvarez, University of Medellin, Colombia, Luis Hernandez, CIMAT, Mexico
10.30 - 11.00
Lunch Break
14.00 - 15.30
A Systematic of Roles for Gamification in Business – a CHANGCE-thinking Approach
Sebastian Janocha, Technical University of Munich, Peter Witzgall, Adrian Indefrey and Peter Kapfhammer, Pi.con, Germany
Virtual and Augmented Reality Maturity Model
Sonja Hammerschmid, University of Applied Sciences Krems, Austria
VR Case Study @ EuroSPI
Information Design Project Team, University of Applied Sciences Joanneum, Austria
15.30 - 16.00
Coffee Break
16.00 - 17.00
Interactive Discussions and Workshop

Important Information

Thematic Paper Topics

  • Gamification for Software Development
  • Project Management
  • Innovation and Change Management
  • Automotive Industry
  • Life Cycle Management
  • Business Intelligence
  • Design Patterns for Gamification
  • How to Assess Gamification

Submission Dates

06.04.2018 First Thematic Paper Submission
30.04.2018 Review by International Programme Committee and Notification of Acceptance
12.06.2018 Camera Ready Version of Paper for Book
31.07.2018 Early Registration Deadline (All presenters must register, otherwise the contribution is deselected)
30.08.2018 Upload of Powerpoint Conference Presentation

SPRINGER Book Series

EuroAsiaSPI² is publishing an annual SPRINGER book and the EuroSPI books show a total of 150000 (one hunded fifty thousand) chapter downloads. The workshop papers will form a chapter for this thematic topic in the SPRINGER book.

Additional Information

Key Contributors

The goal of this year’s workshop is to share the practical usage of the game elements in the information technology and software process improvement context to engaging today’s customers of computer applications. In addition, our objective lays the basics of game design theory to solve real world problems in information and software technology context such as customer engagement, user motivation and retention. The goal is to help researchers to design multi-dimensional interaction and feedback mechanism by using dynamics of games.

In addition, the workshop covers the persuasive games and their applications for software development, which is the art and science of persuasion through game-based representations and interactions of systems rather than the verbal form.

Selected papers from the workshop will be published in IET Software (an SCI
indexed journal) as Special Issue, please see the link below.

The IET - Digital Library

Interactive Workshop Approach

Focus of interest and main questions discussed during the workshop will be:
  • Best practices to design gamification approaches.
  • Also bad practices / experiences (what not to do) to design gamification.
  • How would an existing organisation adapt to the new approach of gamification.
  • How does gamification improve software development and SPI?
  • How does gamification help in innovation?
  • Is there a list of influence factors?
  • What are typical infrastructures to support gamification in industry or in education?

Each presentation will be discussed towards these main topics of interest. A panel discussion at the end shall come up with a summary of the solutions presented and with new research topics to focus on to solve this integrated approach (work for next year to meet at next EuroAsiaSPI and share again).