| Literature DB >> 35002475 |
Klaas-Jan Stol1, Mario Schaarschmidt2, Shelly Goldblit3.
Abstract
Gamification seeks to encourage behavior of participants by borrowing elements of games, such as scoring points. Few rigorous studies exist of gamification in software organizations, and several questions have remained unanswered, for example, what might drive developers to partake, and what are the consequences of developer engagement. This article seeks to provide some answers through a rigorous empirical study at one organization that created an internal gamification platform. We develop a theoretical model that seeks to explain why developers may participate, and develop the concept of developer engagement, which we link to job satisfaction. We collected data from two sources that were linked together: developer opinion data collected through a survey, and data from the organization's version control system. We test our theoretical model using structural equation modeling and moderation analysis, and find support for our model. These findings suggest that gamification can be an effective mechanism to engage developers within the organization, and that developer engagement is positively associated with job satisfaction, which is a key outcome that is of great interest to software organizations.Entities:
Keywords: Behavioral software engineering; Developer engagement; Gamification; Job satisfaction; Structural equation modeling
Year: 2021 PMID: 35002475 PMCID: PMC8717887 DOI: 10.1007/s10664-021-10062-w
Source DB: PubMed Journal: Empir Softw Eng ISSN: 1382-3256 Impact factor: 3.762
Selection of prior empirical studies of impact of gamification on developer behavior
| Study | Setting and method | Participants | Findings |
|---|---|---|---|
| Passos et al. | Field study: pilot study | 13 professional | Demonstrates by means of |
| ( | to evaluate a proposed | developers. | historical data the viability |
| approach at a small | of gamification, but no evi | ||
| software development | dence for its impact. | ||
| company, using historical | Involved developers | ||
| data. | expressed enthusiasm about | ||
| gamification mechanisms. | |||
| Prause et al. | Field experiment (i.e. in a | 10 postgraduate | No measurable improvement |
| ( | natural setting) to measures | students | in quality was observed. |
| gamifying developer repu- | |||
| tation scores based on their | |||
| improvements of maintain- | |||
| ability and internal quality | |||
| of source code through | |||
| writing JavaDoc. | |||
| Singer and | Field experiment: quasi- | Students | Participants in the treatment |
| Schneider | experiment to evaluate | (treatment N = 37, | group made significantly |
| ( | whether active feedback | control N = 214) | more commits, spaced out |
| Singer | has an effect on commit | more evenly; median length | |
| ( | patterns, in terms of number | of commit message was | |
| of commits and distribution | longer; more commits had | ||
| of those over time, number | a commit message. | ||
| and length of commit | |||
| messages. | |||
| Dubois and | Field experiment to | Treatment and | Control group only had access |
| Tamburrelli | evaluate whether compe- | control groups | to their own Sonar code |
| ( | tition changes compliance | both consisting | analysis reports; treatment |
| in terms of metrics such | of 32 teams of 2–3 | group had access to all | |
| as branch coverage, code | students each. | groups’ reports. Treatment | |
| duplication and JavaDoc | group exhibits slightly better | ||
| documentation. | scores, but results are | ||
| inconclusive as no statistical | |||
| tests are presented. | |||
| Snipes et al. | Field study to evaluate | Survey N = 130 | Most survey respondents (95%) |
| ( | whether game-like | professional developers; | would try suggested tools and |
| feedback to the deve- | logged event/usage data | practices recommended by an | |
| lopment environment | from a six-person team | automated usage tracking | |
| would improve adoption | using the gamification | system. Collaboration and | |
| of tools and practices for | tool | team goals are bigger moti- | |
| code navigation. Pre-study | vating factors than mandates | ||
| survey; event/usage data; | and individual awards such | ||
| post-study interviews. | as badges to try new tools | ||
| and practices. | |||
| Herranz et al. | Judgment study. A pilot | 22 undergraduate | Participants were asked to |
| ( | study to assess impact of | students | complete a questionnaire after |
| Gamiware framework on | performing a number of tasks in | ||
| participant motivation. | teams. Among the findings was | ||
| that participants judged that the | |||
| gamification of the tasks had | |||
| increased their motivation. | |||
| Lombriser | Field experiment: quasi- | 12 software | No statistical difference in |
| et al. ( | experiment at MaibornWolff | developers (N = 6 | stakeholder engagement between |
| (IT company in Germany); | for both | treatment and control group. | |
| treatment group was | treatment and | Treatment group produced more | |
| exposed to 17 game elements | control group) | user requirements which were rated | |
| in an online platform for | higher in quality and creativity. | ||
| requirements elicitation. | |||
| Yilmaz and | Field experiment: assess | 30 software | Results suggest that gamification |
| O’Connor | whether gamification | professionals | increases motivation and |
| ( | helps to improve developer | engagement of participants. | |
| motivation. Repeat | |||
| administering of a survey. | |||
| Badihi and | Judgment study: short | 149 undergraduate | Participants mostly enjoyed |
| Heydarnoori | evaluation survey of the | and postgraduate | the gamification offered by the |
| ( | CrowdSummarizer tool | students | CrowdSummarizer tool. The tool |
| that gamifies the writing | encouraged participants to write | ||
| of code summaries. | summaries (4/5). Gamification | ||
| elements such as badges | |||
| enhanced code summarization | |||
| skills (3.4/5). | |||
| Khandelwal | Laboratory experiment to | 183 undergraduate | Experimental results indicate that |
| et al. ( | assess impact of gamification | students | gamification does not impact the |
| on code review process. | code review process. Results from | ||
| a post-study survey indicated that | |||
| 54% of participants enjoyed the | |||
| gamified process, and only 9% | |||
| disliked it. | |||
| Marques | Field experiment: evaluate | 32 professional | Results indicate no statistical |
| et al. ( | the impact of gamification | developers | difference between baseline and |
| on adoption of Scrum | (‘players in app’) | gamified intervention. | |
| practices by means of a | |||
| custom Jira Software app. |
Fig. 1Research model of this study. Developer Engagement is a second-order construct
Fig. 2Screenshot of the gamification platform
Fig. 3Two monsters from XCorp’s gamification platform
Fig. 4Left: the reflective latent variable exists where the three indicators overlap; variance that is not caused by the latent variable is measurement error. Right: measurement of a reflective theoretical construct with multiple indicators (Adapted from Hair et al. (2016))
Age, tenure, sex of respondents
| Variable | Min. | Mean | Max. | SD | Count (%) |
|---|---|---|---|---|---|
| Age (years) | 25 | 38.5 | 63 | 8.3 | |
| Tenure (years) | 0.3 | 7.6 | 35 | 6.2 | |
| Male | 112 (72.3%) | ||||
| Female | 43 (27.7%) |
Common fit measures for evaluating structural equation models
| Fit measure | Desired value |
|---|---|
| Nonsignificant result ( | |
| Root Mean Square Error of | < 0.05 indicates close fit; values 0.05–0.08 indicate good to acceptable fit |
| Approximation (RMSEA) | (Hu and Bentler |
| 90% confidence interval | Upper limit of CI should be < 0.10 (Loehlin and Beaujean |
| RMSEA | |
| Nonsignificant result ( | |
| ( | (Kline |
| Comparative Fit Index (CFI) | ≥ 0.95 indicates good fit |
| (Hu and Bentler | |
| Tucker-Lewis Index (TLI) | ≥ 0.95 indicates good fit |
| (Hu and Bentler | |
| Standardized Root Mean-square | < 0.05 indicates close fit (Schumacker and Lomax |
| Residual (SRMR) | < 0.08 indicates good fit (Hu and Bentler |
| χ2 / degrees of freedom (df) | Ratio of < 2 indicates good fit (Tabachnick and Fidell |
a This test fails for many models and is sensitive to sample size. Many SEM researchers agree that failure of this test does not need to lead to rejection of a model. We report it here for completeness
Average Variance Extracted (AVE) and correlations among the constructs and square roots of the AVE values (in boldface on diagonal)
| Construct | AVE | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|
| 1. Desire to learn | .72 | |||||
| 2. Expertise | .58 | .64 | ||||
| 3. Participation | .72 | .76 | .41 | |||
| 4. Developer engagement | .69 | .31 | .28 | .45 | ||
| 5. Job satisfaction | .58 | .08 | .06 | -.00 | .25 |
Confirmatory factor analysis: factor loadings
| Item | HC | JS | GP | ID | DL | EX | DE |
|---|---|---|---|---|---|---|---|
| HC1 | .91 | ||||||
| HC2 | .92 | ||||||
| HC3 | .93 | ||||||
| JS1 | .80 | ||||||
| JS2 | .71 | ||||||
| JS4 | .76 | ||||||
| GP1 | .72 | ||||||
| GP2 | .71 | ||||||
| GP3 | .85 | ||||||
| ID1 | .84 | ||||||
| ID2 | .93 | ||||||
| DL1 | .93 | ||||||
| DL2 | .79 | ||||||
| EX1 | .68 | ||||||
| EX2 | .92 | ||||||
| DE1 (ID) | .90 | ||||||
| DE2 (HC) | .76 |
DE1 and DE2 refer to ID and HC, respectively, as items of the second order construct Developer Engagement. HC = Human Capital, JS = Job Satisfaction, GP = Gamification Participation, ID = Identification with Community, DL = Desire to Learn, EX = Developer Expertise, DE = Developer Engagement
Heterotrait Monotrait (HTMT) ratios of first-order constructs
| Construct | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1. Desire to learn | |||||
| 2. Expertise | 0.64 | ||||
| 3. Participation | 0.73 | 0.46 | |||
| 4. Identification | 0.30 | 0.29 | 0.44 | ||
| 5. Human capital | 0.18 | 0.18 | 0.32 | 0.69 | |
| 6. Job satisfaction | 0.09 | 0.09 | 0.07 | 0.17 | 0.27 |
Fig. 5Results of the structural equation model. Dotted lines indicate non-significant results. All estimates are standardized. Loadings of Expertise taken from the CFA. Moderation analysis performed using factor scores in a separate model
Unstandardized (B) and standardized (β) path coefficients, standard errors (SE), confidence intervals (CI), and p-values
| Hypothesis | β | SE | 95% CI | ||
|---|---|---|---|---|---|
| 3.99 | .72 | .57 | (2.85, 5.15) | .00 | |
| Sex | 1.45 | .04 | 2.25 | (− 2.97, 5.86) | .52 |
| Age | − 0.25 | −.13 | .14 | (− 0.52, 0.03) | .08 |
| Tenure | 0.91 | .36 | .25 | (0.41, 1.40) | .00 |
| − 0.05 | −.34 | .01 | (− 0.03, − 0.05) | .00 | |
| Sex | −.01 | −.00 | .22 | (− 0.43, 0.41) | .97 |
| Age | −.02 | −.06 | .01 | (− 0.04, 0.01) | .17 |
| Tenure | .06 | .16 | .02 | (0.02, 0.11) | <.01 |
| .04 | .50 | .01 | (0.02, 0.05) | .00 | |
| Sex | −.45 | −.18 | .22 | (− 0.88, − 0.02) | .04 |
| Age | .01 | .07 | .01 | (− 0.02, 0.04) | .48 |
| Tenure | −.04 | −.24 | .02 | (− 0.08, − 0.01) | .02 |
| .40 | .36 | .17 | (0.07, 0.73) | .02 | |
| Sex | .52 | .19 | .27 | (− 0.00, 1.04) | >.05 |
| Age | −.01 | −.07 | .02 | (− 0.04, 0.02) | .52 |
| Tenure | 0.02 | .09 | .02 | (− 0.02, 0.06) | .32 |
| Mediation Analysis | |||||
| Participation → Job satisfaction | − 0.01 | − 0.17 | .01 | (− 0.03, 0.00) | 0.09 |
| Participation → Developer engagement → | 0.01 | 0.18 | 0.01 | (0.00, 0.03) | 0.02 |
| Job satisfaction |
Fig. 6Johnson-Neyman plot of developer expertise as a moderator of the slope of Desire to learn. Developers who have more skills and know more languages will have a weaker relationship between desire to learn and participation
Variance explained
| Construct | |
|---|---|
| Gamification Participation | 0.78 |
| Developer Engagement | 0.26 |
| Job Satisfaction | 0.11 |
Substantive and methodological contributions and implications
| Limitations of prior litera- | Contributions | Lessons and implications |
|---|---|---|
| ture on gamification in SE | ||
| Few empirical studies of | This study adds to the limited | Other organizations can model a |
| gamification of software | gamification in SE literature, | gamification platform inspired by |
| engineering in industry, | describing a bespoke, attractive, | the one presented. Integration with |
| and many quantitative | and playful gamification platform | the version control system is |
| studies are inconclusive | through which tasks and challenges | important to ensure competitions |
| regarding outcomes. | can be completed. The findings | and tasks are relevant. Offline |
| support our theoretical model. | activities such as technology meetups | |
| offers additional tangible benefits to | ||
| community members. Further | ||
| studies can theorize alternative | ||
| mediating and moderating factors; | ||
| the lack of these may explain | ||
| inconclusive results in several | ||
| prior studies. | ||
| No explicit definition of | This study proposes an explicit | The proposed definition can be used |
| “developer engagement” | definition grounded in and consis- | as a foundation for future research, |
| offered that is not | tent with prior literature. | as-is, as a starting point to extend, |
| conflated with participation. | or to offer alternative viewpoints. | |
| Lack of understanding of | This study finds a positive link | Gamification of specific tasks can |
| what drives software | between developers’ desire to learn | help to attract software developers; |
| developers to partake in a | new skills and technology and | learning new skills and |
| gamification platform | participation in gamification | technologies is an attractor to get |
| (beyond motivational | challenges. This link is negatively | developers interested. Organizations |
| affordances). | moderated by their level of | could consider the use of a |
| expertise. | dedicated gamification platform to | |
| introduce new technologies. | ||
| Little research on the | This study demonstrates a positive | Developer engagement is one |
| benefits of increasing | link between gamification | ‘mechanism’ through which |
| developer engagement for | participation and | developer job satisfaction can rise. |
| organizations. | job satisfaction, mediated by deve- | However, offering gamification |
| loper engagement; however, low le- | challenges should not be seen as | |
| vel of explained variance ( | a means to increase developer job | |
| and moderate effect size (β = .18) | satisfaction. | |
| No prior studies of | This study demonstrates the use of | This paper offers a starting point for |
| gamification in SE used | CB-SEM on a non-trivial data set | SE researchers who seek to measure |
| covariance-based | from two separate sources, including | and analyze latent variables and |
| structural equation | mediation and moderation | develop new theory using SEM. |
| modeling | hypotheses, and the use of a second- | |
| level latent variable. |