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Tailoring Gamification to Requirements Elicitation: A Stakeholder-Centric Motivation Concept

机译:剪裁游戏以要求阐述:一个以利益相关者为中心的动机概念

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Involving stakeholders in requirements elicitation is a cornerstone of successful requirements engineering (RE). With the recent technological advances, the number of stakeholders of a system has significantly increased. Major stakeholders, end-users in particular, are increasingly difficult to reach, because they may be globally distributed and outside organizational reach, i.e., they are no members of the organizations that are involved in the development of a system. Online elicitation platforms allow to elicit requirements collaboratively from a large number of distributed stakeholders. However, such platforms are not sufficient for motivating stakeholders outside organizational reach to contribute voluntarily. Gamification is a potential means for creating and sustaining such motivation. However, there is little research on stakeholder engagement with gamification so far. Current approaches particularly do not consider that stakeholders learn during elicitation and that their motivational factors also change. In this paper, we address this gap with a motivation concept that is inspired by the theories of experiential learning and need satisfaction. Our contribution is threefold. First, we suggest how to characterize these stakeholders despite not knowing who they are. Second, we show the role of experiential learning and need satisfaction with respect to gamification in the context of requirements elicitation. Third, we present a three-dimensional concept of how to motivate these stakeholders towards requirements elicitation over the whole period of requirements elicitation.
机译:涉及要求中的利益相关者引出是成功需求工程(RE)的基石。随着最近的技术进步,系统的利益攸关方数量显着增加。主要利益攸关方,尤其是最终用户越来越难以达成,因为它们可能是全球分布的,而在组织范围内,即,他们不是参与系统发展的组织的成员。在线elicitation平台允许从大量分布式利益相关者协作协作的需求。然而,这种平台不足以激励外部组织达到的利益相关者自愿贡献。游戏是一种创造和维持这种动机的潜在手段。但是,到目前为止,对利益相关者的参与几乎没有研究。目前的方法特别认为利益攸关方在挑选期间学习,并且它们的动机因素也会发生变化。在本文中,我们用激励概念来解决这个差距,这是由经验学习理论的启发,需要满足。我们的贡献是三倍。首先,我们建议如何表征这些利益相关者尽管不知道他们是谁。其次,我们展示了体验中学习的作用,并在要求阐述的背景下对游戏提供满意度。第三,我们提出了一种三维概念,如何激励这些利益相关者在整个需求诱因中阐述的要求委托。

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