Gamification for volunteer cloud computing

Authors: Shahri, A., Hosseini, M., Ali, R. and Dalpiaz, F.

Journal: Proceedings - 2014 IEEE/ACM 7th International Conference on Utility and Cloud Computing, UCC 2014

Pages: 616-617

ISBN: 9781479978816

DOI: 10.1109/UCC.2014.97

Abstract:

© 2014 IEEE.Volunteer cloud computing is a paradigm where idle computing resources owned by a certain user are offered in the cloud to be utilised by others in order to reduce operational costs. Engaging people in volunteer cloud computing is an obstacle which requires novel motivational methods, ideally online. Gamification is a method for increasing people motivation and changing their behaviour towards certain tasks in a non-game context. This position paper advocates that gamification is potentially a means to increase people engagement and retention in volunteer cloud computing projects. As an initial step to reach a systematic application of gamification in such projects, we study the relationship between game mechanics and different categories of volunteers and propose a preliminary mapping that relates these two aspects.

https://eprints.bournemouth.ac.uk/21897/

Source: Scopus

Gamification for volunteer cloud computing

Authors: Shahri, A., Hosseini, M., Ali, R. and Dalpiaz, F.

Journal: Proceedings - 2014 IEEE/ACM 7th International Conference on Utility and Cloud Computing, UCC 2014

Pages: 616-617

DOI: 10.1109/UCC.2014.97

Abstract:

Volunteer cloud computing is a paradigm where idle computing resources owned by a certain user are offered in the cloud to be utilised by others in order to reduce operational costs. Engaging people in volunteer cloud computing is an obstacle which requires novel motivational methods, ideally online. Gamification is a method for increasing people motivation and changing their behaviour towards certain tasks in a non-game context. This position paper advocates that gamification is potentially a means to increase people engagement and retention in volunteer cloud computing projects. As an initial step to reach a systematic application of gamification in such projects, we study the relationship between game mechanics and different categories of volunteers and propose a preliminary mapping that relates these two aspects.

https://eprints.bournemouth.ac.uk/21897/

Source: Scopus

Gamification for Volunteer Cloud Computing

Authors: Shahri, A., Hosseini, M., Ali, R. and Dalpiaz, F.

Journal: 2014 IEEE/ACM 7TH INTERNATIONAL CONFERENCE ON UTILITY AND CLOUD COMPUTING (UCC)

Pages: 616-617

ISSN: 2373-6860

https://eprints.bournemouth.ac.uk/21897/

Source: Web of Science (Lite)

Gamification for Volunteer Cloud Computing.

Authors: Shahri, A., Hosseini, M., Ali, R. and Dalpiaz, F.

Conference: The 2nd International Workshop on Crowdsourcing and Gamification in the Cloud (CGCloud 2014), Co-located with UCC 2014.

Dates: 8 December 2014

https://eprints.bournemouth.ac.uk/21897/

Source: Manual

Preferred by: Alimohammad Shahri

Gamification for Volunteer Cloud Computing.

Authors: Shahri, A., Hosseini, M., Ali, R. and Dalpiaz, F.

Conference: The 2nd International Workshop on Crowdsourcing and Gamification in the Cloud (CGCloud 2014), Co-located with UCC 2014.

Abstract:

Requirements engineering is a preliminary and cru- cial phase for the correctness and quality of software systems. Despite the agreement on the positive correlation between user involvement in requirements engineering and software success, current development methods employ a too narrow concept of that “user” and rely on a recruited set of users considered to be representative. Such approaches might not cater for the diversity and dynamism of the actual users and the context of software usage. This is especially true in new paradigms such as cloud and mobile computing. To overcome these limitations, we propose crowd-centric requirements engineering (CCRE) as a revised method for requirements engineering where users become primary contributors, resulting in higher-quality requirements and increased user satisfaction. CCRE relies on crowdsourcing to support a broader user involvement, and on gamification to motivate that voluntary involvement.

https://eprints.bournemouth.ac.uk/21897/

Source: BURO EPrints