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GARUSO: a gamification approach for involving stakeholders outside organizational reach in requirements engineering

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Abstract

Stakeholder participation is a key success factor of Requirements Engineering (RE). Typically, the techniques used for identifying and involving stakeholders in RE assume that stakeholders can be identified among the members of the organizations involved when a software system is ordered, developed or maintained—and that these stakeholders can be told or even mandated to contribute. However, these assumptions no longer hold for many of today’s software systems where significant stakeholders (in particular, end-users and people affected by a system) are outside organizational reach: They are neither known nor can they easily be identified in the involved organizations nor can they be told to participate in RE activities. We have developed the GARUSO approach to address this problem. It uses a strategy for identifying stakeholders outside organizational reach and a social media platform that applies gamification for motivating these stakeholders to participate in RE activities. In this article, we describe the GARUSO approach and report on its empirical evaluation. We found that the identification strategy attracted a crowd of stakeholders outside organizational reach to the GARUSO platform and motivated them to participate voluntarily in collaborative RE activities. From our findings, we derived a first set of design principles on how to involve stakeholders outside organizational reach in RE. Our work expands the body of knowledge on crowd RE regarding stakeholders outside organizational reach.

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Notes

  1. The questionnaire is available under: https://figshare.com/s/4da2e2c4469bc590a97c.

  2. https://www.unipark.com/en/.

  3. The data is available under: https://figshare.com/s/d3abc24c965395abb6fd.

  4. An example of the onboarding of novice users is available here: https://figshare.com/s/e231f59d1fc0d828ba7f.

  5. https://translate.google.com/.

  6. https://www.djangoproject.com/.

  7. https://getbootstrap.com/.

  8. http://fontawesome.io/.

  9. https://www.sharethis.com/.

  10. https://analytics.google.com.

  11. The data used for the quantitative analysis is available at https://figshare.com/s/00cd571cf8cd67a207fb.

  12. https://support.google.com/analytics/answer/6205762.

  13. https://support.google.com/adwords/answer/2404190.

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Acknowledgements

We thank all participants of the two studies for their voluntary engagement, Empa for the opportunity to conduct these studies in the scope of one of their projects and Irina Koitz for her feedback and discussions.

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Correspondence to Martina Z. Kolpondinos.

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Kolpondinos, M.Z., Glinz, M. GARUSO: a gamification approach for involving stakeholders outside organizational reach in requirements engineering. Requirements Eng 25, 185–212 (2020). https://doi.org/10.1007/s00766-019-00314-z

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