Abstract
Although there are various kinds of processes designed to manage the complexities of software development, it is still a challenging endeavor. Recently, a significant number of researchers have started to investigate social problems such as incompatibilities with respect to personality that is likely to be encountered in all stages of the software development process. However, there is no computer-based artifact to reveal the personality types of software practitioners. To bridge this gap, a virtual 3D assessment environment is developed with the ability to immerse individuals similar to a realistic model of the assessment. The interactive questionnaire is based on previous interactive personality assessment framework, which was specifically designed for software engineers. Based on the developed tool, a study was conducted on software practitioners. The data gathered via a survey study from software practitioners is analyzed to observe the difference between the results of paper-based and interactive versions of the same assessment. The analysis of this research states that there is a significant difference between the results of participant’s survey scores. Overall, these results indicate that proposed tool is relevant to help software professionals to improve the software development process when personality types are in consideration.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
A psychological term referring to systematic thinking of the individual within mind or psyche.
- 2.
Cohen’s d any value greater than 0.80 is considered to be large effect.
- 3.
Voxelization is a technique of transforming 2D or 3D data into voxel data for achieving better render results.
- 4.
Occlusion Culling is a technique of changing the rendering option of 3D object when camera frustum is not looking at that specific object for better performance.
References
Deterding, S., Khaled, R., Nacke, L., Dixon, D.: Gamification: toward a definition. In: Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems. ACM, New York (2011)
McGonigal, J.: Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin PR, New York (2011)
Nicholson, S.: A recipe for meaningful gamification. In: Gamification in Education and Business, pp. 1–20. Springer (2015)
Matthews, G., Deary, I.J., Whiteman, M.C.: Personality Traits, 3rd edn. Cambridge University Press, Cambridge (2009)
Myers, I., McCaulley, M., Quenk, N., Hammer, A.: MBTI manual. Consulting Psychologists Press (1999)
Capretz, L.: Personality types in software engineering. Int. J. Hum. Comput. Stud. 58, 207–214 (2003)
Hardiman, L.: Personality types and software engineers. Computer 30, 10 (1997)
Funder, D.C.: The Personality Puzzle: Seventh International Student Edition. WW Norton & Company, New York (2015)
Larsen, R.J., Buss, D.M.: Personality psychology. Naklada Slap, Jastrebarsko (2008)
Larsen, R., Buss, D.: Personality psychology: Domains of knowledge about human behavior (2002)
Jung, C., Baynes, H., Hull, R.: Psychological types. Routledge (1991)
Abt, C.: Serious games. University Press of America (1987)
Costikyan, G.: I have no words 8: I must design. The game design reader: A rules of play anthology (2005)
Suits, B.: What is a game? Philos. Sci. 34(2), 148–156 (1967)
Avedon, E.: The structural elements of games. The psychology of social situations. Selected readings, pp. 11–17 (1981)
Salen, K., Zimmerman, E.: Rules of play: Game design fundamentals. MIT press, Cambridge (2004)
Fullerton, T.: Game design workshop: a playcentric approach to creating innovative games. CRC Press (2014)
Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Newton (2011)
Groh, F.: Gamification: State of the art definition and utilization. Institute of Media Informatics Ulm University, p. 39 (2012)
Loh, C.S., Sheng, Y., Ifenthaler, D.: Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. Springer, New York (2015)
Kapp, K.M.: The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons, New York (2012)
Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press (2012)
Herranz, E., Palacios, R.C., de Amescua Seco, A., Yilmaz, M.: Gamification as a disruptive factor in software process improvement initiatives. J. UCS 20(6), 885–906 (2014)
Yilmaz, M., O’Connor, R.V.: A scrumban integrated gamification approach to guide software process improvement: a turkish case study. Tehnički Vjesnik 23, 237–245 (2016)
Yilmaz, M.: A software process engineering approach to understanding software productivity and team personality characteristics: an empirical investigation. Ph.D. thesis, Dublin City University (2013)
Felicia, P.: Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. IGI Global (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this paper
Cite this paper
Yilmaz, M., Yilmaz, M., O’Connor, R.V., Clarke, P. (2016). A Gamification Approach to Improve the Software Development Process by Exploring the Personality of Software Practitioners. In: Clarke, P., O'Connor, R., Rout, T., Dorling, A. (eds) Software Process Improvement and Capability Determination. SPICE 2016. Communications in Computer and Information Science, vol 609. Springer, Cham. https://doi.org/10.1007/978-3-319-38980-6_6
Download citation
DOI: https://doi.org/10.1007/978-3-319-38980-6_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-38979-0
Online ISBN: 978-3-319-38980-6
eBook Packages: Computer ScienceComputer Science (R0)