اعمال بازی وار سازی برای تغییر ذهنیت
ترجمه نشده

اعمال بازی وار سازی برای تغییر ذهنیت

عنوان فارسی مقاله: اعمال بازی وار سازی برای تغییر ذهنیت در مدیریت پروژه نرم افزار خودرویی
عنوان انگلیسی مقاله: Applying gamification for mindset changing in automotive software project management
مجله/کنفرانس: رویه – علوم اجتماعی و رفتاری_Procedia – Social and Behavioral Sciences
رشته های تحصیلی مرتبط: مدیریت، مهندسی کامپیوتر
گرایش های تحصیلی مرتبط: مدیریت پروژه، مهندسی نرم افزار
کلمات کلیدی فارسی: مدیریت پروژه نرم افزار، بازی وار سازی، خودرو، مدل بازی وار سازی شده، طراحی – مکانیک – زیبایی شناسی (DMA)
کلمات کلیدی انگلیسی: software project management, gamification, automotive, gamified model, DMA
نوع نگارش مقاله: مقاله پژوهشی (Research Article)
شناسه دیجیتال (DOI): https://doi.org/10.1016/j.sbspro.2018.04.002
دانشگاه: Department of Automation and Applied Informatics, University Politehnica of Timisoara Bvd. V. Parvan, No.2, Timisoara 300223, Romania
صفحات مقاله انگلیسی: 10
ناشر: الزویر - Elsevier
نوع ارائه مقاله: ژورنال
نوع مقاله: ISI
سال انتشار مقاله: 2018
ایمپکت فاکتور: 0 در سال 2015
شاخص H_index: 39 در سال 2019
شاخص SJR: 0.158 در سال 2015
شناسه ISSN: 1877-0428
فرمت مقاله انگلیسی: PDF
وضعیت ترجمه: ترجمه نشده است
قیمت مقاله انگلیسی: رایگان
آیا این مقاله بیس است: خیر
کد محصول: E12115
فهرست مطالب (انگلیسی)

Abstract

1- Introduction

2- Current methods and tools used in automotive product development

3- Research method & analysis of results

4- Gamification model proposal

5- Conclusions

Acknowledgements

References

بخشی از مقاله (انگلیسی)

Abstract

Changing technologies, where development time for a new work product must be decreased with each year due to a higher customer competition, also leads to a change in mindset in the way in which product development is currently done. Gamification models are one of this “game-changing” strategies that was considered suitable to also be implemented in the automotive software product development topic, but not only in this area. This paper describes the current situation in adopting on large scale the product development phases as gamified scenario, together with the presentation of the results of several questionnaires applied on automotive project team members. The aim of the paper is to present a procedure for obtaining a gamification application on an automotive project describing in detail each step which needs to be fulfilled in an iterative way. As a starting point for the model, the DMA (Design – Mechanics – Aesthetic) procedure was used, supported with elements from the PC/game console development, but also the existing tools/frameworks were taken into consideration. The obtained method can be applied on each automotive project, but there are the steps/iterations which still need to be performed, while also the positive and negative aspects are presented.

Introduction

In our times, one of the most wished-for targets through the companies is the competitiveness. For reaching a high level of competitiveness, companies should come with quality products, but one of the most important is to come exactly in time with the product. The new strategies applied by the big companies is to announce a product often before the design concept is finished and even before the product development is started. This marketing strategy generates a lot of interest from people’s side to the product and also incomes before we have a product, but sometimes this generates also negative impact due to higher expectations or maybe the product quality is going down the people enthusiasm. Particularly, in engineering field, there are some examples that pointing exactly in this direction. (Abbasi & Wajid & Iqbal & Zafar, 2014, Holgeid & Thompson, 2013). The complexity of software products (including here also the products which have at least a software component) is increasing from project to project, because the new products/functionalities are integrated to the already existing ones. Management of complexity for products comes together with increasing of time for product development, but current situation reflects exactly the opposite. Products needs to be delivered in shorter time than before, but with the same quality level and increased complexity.