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Transient motivation? A mixed-methods study of gamification in agile requirements change management
Denny Sagita Rusdianto1, Umi Laili Yuhana2, Hadziq Fabroyir2
1Interdisciplinary School of Management and Technology, Institut Teknologi Sepuluh Nopember, Surabaya, East Java, Indonesia; Department of Informatics Engineering, Brawijaya University, Malang, East Java, Indonesia.
Abstract:
Requirements change management (RCM) is a pivotal component in ensuring the adaptability and success of software projects, particularly in dynamic Agile environments. However, the majority of research in this field continues to concentrate on technical solutions, while non-technical aspects such as motivation, team collaboration, and socio-psychological impacts have not been explored in depth. The objective of this study is to critically examine the integration of gamification in Agile-based RCM processes, with a focus on its motivational, social, and ethical impacts. The present study employed a mixed-method approach, combining triangulation of user behaviour log data and in-depth thematic interviews with practitioners involved in RCM, particularly in the technology and information systems development directorate at one of the largest higher education institution in Indonesia. The findings indicate that the implementation of gamification elements significantly increased practitioner motivation during the intervention phase. However, these positive effects are transient, dissipating after the conclusion of the intervention. This study makes a significant contribution by developing a holistic evaluation-and-design framework for improving RCM practitioners' motivation while accounting for soft impacts. The framework can be used by organisations as a practical guide for integrating gamification into their work environments.
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