Masters Thesis
Agile gamification in a Enterprise SaaS
The presented problem is the lack of motivation demonstrated by the members of software
development teams using project and process management tools intensively, since it may disrupt
the workflow of the team.
Gamification may be defined as the use of elements and techniques of games in a non-game
context. This concept capitalizes on the tipically known effects of games to incite a desirable user
behaviour.
It is a complex subject that envolves fields besides games, such as psicology which has some
criticism and risks associated.
The goal of this dissertation is the research, preparation and implementation of a gamification
strategy in SCRAIM in such manner that it incentives a more frequent and intensive use by the
users.
The challenge here is to ensure that the strategy of gamification promotes the values of AGILE
movement while adapting to workplace context. In order to apply gamification to these contexts
it is necessary understand them and take into account that not only the great benefits but also the
hazards that must be avoided.
In order to reach the solution, it is necessary to find out which are the situations where it
is possible to apply gamification without spoiling the strong features already existent. One of
big pros of gamification is the use of feedback mechanisms. This way, the solution will foster
progression of user’s mastery in using the tool.
The solution uses game elements that reward the good use of the tool as a surprise element
while promoting cooperation between teams and a healthy competition amongst them in order to
provide an engaging experience to the user.
This investigation will show the potentialities of gamification applied to project management
tools in workplace context and how to avoid the inherent hazards.