Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software engineering contexts as a means to promote certain activities to practitioners. Previous studies investigated the use of gamification to promote the adoption of a variety of tools and practices, however, these studies were either performed in an educational environment or in small to medium-sized teams of developers in the industry. We performed a large-scale mixed-methods study on the effects of badge-based gamification in promoting the adoption of DevOps practices in a very large company and evaluated how practice adoption is associated with changes in key delivery, quality, and throughput metrics of 333 software projects. We observed an accelerated adoption of some gamified DevOps practices by at least 60%, with increased adoption rates up to 6x. We found mixed results when associating badge adoption and metric changes: teams that earned testing badges showed an increase in bug fixing commits but output fewer commits and pull requests; teams that earned code review and quality tooling badges exhibited faster delivery metrics. Finally, our empirical study was supplemented by a survey with 45 developers where 73% of respondents found badges to be helpful for learning about and adopting new standardized practices. Our results contribute to the rich knowledge on gamification with a unique and important perspective from real industry practitioners.
翻译:在非游戏环境中,利用诸如点、领头板和徽章等游戏要素来鼓励个人与环境发生互动的个人的可取行为。最近,加注在软件工程环境中找到了促进某些活动的手段。以前的研究调查了利用加注促进采用各种工具和做法的情况,然而,这些研究要么是在教育环境中进行,要么是在工业开发商的中小型团队进行。我们进行了大规模混合方法研究,研究标牌制在推动大型公司采用DevOps做法方面的效果,评估了333个软件项目的关键交付、质量和吞吐量度的变化如何与做法相关联。我们观察到,一些加注DevOps做法的采用加快了60%,采用率提高到6x。我们在将徽章的采用和度度变化联系起来时,发现有好坏参差的团队在确定错误承诺和产出方面有所增长,但承诺和请求量较少;在获得代码审查和质量工具测试方面,有重要的团队与333个软件项目的主要交付量、质量衡量指标挂钩,我们通过标准化的师对标准化的学习结果进行了学习。最后,我们发现,有45个标准化的师对标准化的学习结果进行了学习。