000 02108naaaa2200301uu 4500
001 https://directory.doabooks.org/handle/20.500.12854/77611
005 20220220065509.0
020 _aintechopen.91113
020 _a9781839628665
020 _a9781839628627
020 _a9781839628672
024 7 _a10.5772/intechopen.91113
_cdoi
041 0 _aEnglish
042 _adc
072 7 _aUGG
_2bicssc
100 1 _aKalloniatis, Christos
_4edt
700 1 _aKalloniatis, Christos
_4oth
245 1 0 _aThe Role of Gamification in Software Development Lifecycle
260 _bIntechOpen
_c2021
300 _a1 electronic resource (144 p.)
506 0 _aOpen Access
_2star
_fUnrestricted online access
520 _aIncreasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.
540 _aCreative Commons
_fhttps://creativecommons.org/licenses/by/3.0/
_2cc
_4https://creativecommons.org/licenses/by/3.0/
546 _aEnglish
650 7 _aComputer games design
_2bicssc
856 4 0 _awww.oapen.org
_uhttps://www.intechopen.com/books/10272
_70
_zDOAB: download the publication
856 4 0 _awww.oapen.org
_uhttps://directory.doabooks.org/handle/20.500.12854/77611
_70
_zDOAB: description of the publication
999 _c71842
_d71842