Literature DB >> 34697534

Game-based Sprint retrospectives: multiple action research.

Adam Przybyłek1, Marta Albecka2, Olga Springer1, Wojciech Kowalski3.   

Abstract

In today's fast-paced world of rapid technological change, software development teams need to constantly revise their work practices. Not surprisingly, regular reflection on how to become more effective is perceived as one of the most important principles of Agile Software Development. Nevertheless, running an effective and enjoyable retrospective meeting is still a challenge in real environments. As reported by several studies, the Sprint Retrospective is an agile practice most likely to be implemented improperly or sacrificed when teams perform under pressure to deliver. To facilitate the implementation of the practice, some agile coaches have proposed to set up retrospective meetings in the form of retrospective games. However, there has been little research-based evidence to support the positive effects of retrospective games. Our aim is to investigate whether the adoption of retrospective games can improve retrospective meetings in general and lead to positive societal outcomes. In this paper, we report on an Action Research project in which we implemented six retrospective games in six Scrum teams that had experienced common retrospective problems. The received feedback indicates that the approach helped the teams to mitigate many of the "accidental difficulties" pertaining to the Sprint Retrospective, such as lack of structure, dullness, too many complaints, or unequal participation and made the meetings more productive to some degree. Moreover, depending on their individual preferences, different participants perceived different games as having a positive impact on their communication, motivation-and-involvement, and/or creativity, even though there were others, less numerous, who had an opposite view. The advantages and disadvantages of each game as well as eight lessons learned are presented in the paper.
© The Author(s) 2021.

Entities:  

Keywords:  Agile; Collaborative games; Retrospective; Scrum; Serious games; Software process improvement; Team communication

Year:  2021        PMID: 34697534      PMCID: PMC8527976          DOI: 10.1007/s10664-021-10043-z

Source DB:  PubMed          Journal:  Empir Softw Eng        ISSN: 1382-3256            Impact factor:   2.522


  6 in total

1.  Evaluating action research.

Authors:  J Meyer
Journal:  Age Ageing       Date:  2000-09       Impact factor: 10.668

2.  Three approaches to qualitative content analysis.

Authors:  Hsiu-Fang Hsieh; Sarah E Shannon
Journal:  Qual Health Res       Date:  2005-11

3.  How the group affects the mind: a cognitive model of idea generation in groups.

Authors:  Bernard A Nijstad; Wolfgang Stroebe
Journal:  Pers Soc Psychol Rev       Date:  2006

4.  The qualitative content analysis process.

Authors:  Satu Elo; Helvi Kyngäs
Journal:  J Adv Nurs       Date:  2008-04       Impact factor: 3.187

Review 5.  Motivated information processing in group judgment and decision making.

Authors:  Carsten K W De Dreu; Bernard A Nijstad; Daan van Knippenberg
Journal:  Pers Soc Psychol Rev       Date:  2008-02

6.  What Good Are Positive Emotions?

Authors:  Barbara L Fredrickson
Journal:  Rev Gen Psychol       Date:  1998-09
  6 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.