Agile Gamification Risk Management Process: A Comprehensive Process for Identifying and Assessing Gamification Risks
Abstract
:1. Introduction
- It presents the appropriate artifacts, assessment metrics, and deliverables needed to help identify, assess, and prioritize gamification risks within agile Scrum.
- It proposes AGRM processes for risk identification and assessment of gamification risks within the agile Scrum framework.
- It presents an evaluation of the proposed AGRM process.
2. Background and Related Work
2.1. Background
2.1.1. Gamification in Software Engineering
2.1.2. Agile Methodologies and Scrum
- Product Owner: The customer representative who extensively knows the business rules behind the development of the product or can clarify it with the stakeholders in case of doubts. Responsible for maintaining the product backlog and prioritizing it based on customer needs.
- Scrum Master: This role ensures that Scrum is carried out according to principles, rules, and best practices by coaching and involving all stakeholders. He facilitates clarity regarding team goals and objectives.
- Development Team: A team of software developers collaborating in product feature development. It should be self-organizing and multidisciplinary, with up to eight people working on one-to-four-week iterations with representatives of developers, testers, and designers.
2.1.3. Risk Management
2.2. Related Work
2.2.1. Gamification of Agile Methodologies: Benefits and Challenges
2.2.2. Gamification Risks in General and in Agile Methodologies
2.2.3. Risk Management in Agile Methodologies
3. Research Methodology
3.1. Stage 1: Exploration and Investigation
- (RQ1) What are the gamification risk factors that could lead to the emergence of risks in software development organizations?
- (RQ2) What are the associated risks considering various contextual factors, such as tasks, personality type, adopted game element, and organizational cultural aspects?
3.2. Stage 2: Confirmation and Elaboration
- (RQ1) What is the expert’s prioritization for the contextual factors we considered in our previous study?
- (RQ2) What is the finalized list of risk categories?
- (RQ3) What is the impact of gamification on agile roles and tasks? (Designing of context-inclusive risk profiles)
3.3. Stage 3: Evaluation Stage
- (RQ1) How to structure a process to handle gamification risks.
- (RQ2) How to utilize the proposed artifacts in the process.
3.3.1. Pilot Study (Expert Checking)
3.3.2. Recruitment Phase & Organization Information
3.3.3. Induction Session
3.3.4. Two-Phase Conduction Session
4. Result of the First Stage (Interviews) and the Second Stage (Focus Group)
4.1. Stage One: Exploration and Investigation Results (Interviews): Gamification Risks and Risk Factors
- Task Complexity: This reflects the level of difficulty or specialized knowledge required to perform a task. It acknowledges that tasks can vary in complexity, from routine and straightforward tasks to more challenging ones. Instead of solely relying on developers’ commit counts, this approach incorporates the lines of source code, taking into consideration the complexity of the code [11,12,13,14,74]. “I can sometimes do 1000 commits with 1000 points [Game elements: Points] and other times do 500 commits, but the 500 fixed more critical bugs. Fixing a complex task [Task Complexity high] requires other metrics than just counting the number of commits [Metric: accumulation of number of commits only]”. [Personality type: Openness] (Participant 14, Senior Development Team) leading to unappreciation and effort Misinterpretation, previously identified by [34,109].
- Task Type: Tasks are either core or non-core. Core tasks are those high-priority ones that are direct contributors to the key objectives of, among others, the following: Development: Implementing new features, refactoring code, and resolving bugs; Design: data modeling, wireframing; Testing: writing unit and integration tests; Innovation: study and development, improvement regarding software features. Non-core tasks enable the process but do not contribute to core value, such as fixing low-priority bugs or attending optional meetings. “Time Pressure and Competitions [Game element: Time Pressure, Competition] would limit my creative thinking [Task type: qualitative, innovative], I need to produce a good wireframe [Task type: Core] suggestion and not be concerned by the competition itself” [Personality type: Openness] [Participant 11, Junior Development Team]. Leading to limited creativity, previously identified by [91].
4.2. Stage Two: Confirmation and Elaboration (Focus Group with Experts)
4.2.1. Confirmation and Refinement (Using Scenarios)
4.2.2. Gamification Risk Taxonomy
4.2.3. Impact of Gamification on Agile Roles and Tasks (Personalized Risk Profiles (PRP) and Gamified Scrum Software Process Model)
5. Agile Gamification Risk Management Process: Our Proposed Process
5.1. AGRM: Risk Identification
- (1)
- Gamification Reporting Assessment and Prioritization Form
- (2)
- Personalized Risk Profiles (PRP) and Risk Descriptions
5.2. AGRM: Risk Assessment
5.3. AGRM: Risk Review and Prioritization
- (1)
- Gamification Risk Register (GRR)
- (2)
- Risk Exposure Measure
- (3)
- Task Impact Matrix
- (4)
- Two Assessment Factors
5.4. AGRM: Risk Mitigation (During Sprint Retrospective)
- (1)
- Resolve (Understand) Risks and Risk Factors
- (2)
- Risk Mitigation Repository
5.5. AGRM Activity: Risk Avoidance (During Sprint Planning)
- (1)
- Personality-Risk Matrix and Histogram
- (2)
- Task Allocation Matrix
6. Study 3: Results of the Case Studies
6.1. Results of Phase 1 Case Study (Without AGRM)
- Activity 1: Identify Risks
- Activity 2: Analysis and Prioritization of Risks
- Unstructured Approach to Risk Management: Participants felt that, without a structure, the risk identification and mitigation process appeared incoherent and inconsistent.
- Need for a Structured Process: These discussions highlighted the need for a structured approach to making the risk management process in agile environments more coherent and effective.
- Difficulty in Prioritizing Risks: Most participants recommended using traditional matrices, but they indicated that prioritization was not possible with these tools alone as they lacked a comprehensive “big picture”. A comprehensive framework would have provided the necessary overview for effective prioritization.
- Subjective Mitigation Discussions: Without a defined process, participants discussed mitigations subjectively, with no clear guidelines to follow.
6.2. Results of Phase 2 Case Study (with AGRM)
6.2.1. AGRM: Risk Identification and Assessment
6.2.2. AGRM: Risk Review and Prioritization Before the Sprint Retrospective
- a.
- Check and Refine Gamification Risk Titles
- b.
- Update Personalized Risk Profiles
- c.
- Calculate Risk Exposure
- d.
- Inspect Risks Against the Task Impact Matrix
- e.
- Prioritize Risks using Two Assessment Factors
6.2.3. AGRM: Risk Mitigation During Sprint Retrospective
6.2.4. AGRM: Risk Avoidance During Sprint Planning
7. Evaluation of the Proposed Model
7.1. Evaluation of the Risk Reporting Form
- Ease of Use: Refers to how easy or intuitive the reporting form is for its users to navigate, understand, and operate without much confusion. The ease regarding the risk reporting form was perceived on a 5-point Likert scale, ranging from “Very Easy” to “Very Difficult”. This allowed the participants to provide their feedback in variations about the usability of the form.
- Clarity of Language: Refers to how the participants understood the terms, terminologies, and instructions involved in the form. The clarity of language was perceived on a 5-point Likert scale, ranging from “Very Easy” to “Very Difficult”. This allowed the participants to provide their feedback in variations about the usability of the form.
- Form Length: Refers to the appropriateness of length for capturing the relevant risk information. It was on a 5-point Likert scale, ranging from “Too Long” to “Too Short”. Most of the participants felt the form length was appropriate since it was comprehensive yet manageable. However, lower ratings from some users have shown that they found the form to be too lengthy or time-consuming, especially with heavier workloads. Suggestions for improvement included streamlining sections and allowing users to skip non-applicable items.
- Relevance of the Supporting Documents: Refers to which Supplementary Materials, such as immersion scenarios, risk reporting instruction sheet, and Personalized Risk Profiles (PRP), effectively support the participants in understanding and filling in the AGRM risk reporting form. It was measured on a 5-point Likert scale ranging from “Very Helpful” to “Not Very Helpful”. The immersion scenarios provided clear contextual information that significantly enhanced participants’ ability to identify and describe risks effectively.
7.2. Evaluation of the Risk Management Process
- Usability: Refers to the extent to which Scrum team members can easily utilize the AGRM process to identify, assess, and mitigate risks throughout their sprint events.
- Comprehensiveness: Refers to the extent to which the AGRM process is complete, covering all the risk management activities and tasks involved in-depth without the exclusion of important information. It contained articulate descriptions of the AGRM process activities, tasks, and artifacts needed.
- Helpfulness: Refers to which AGRM process is helpful, meaning a practical process applied for identifying, assessing, and mitigating gamification risks within sprints by the Scrum Team.
- Effectiveness: Refers to which AGRM process fulfills its objectives most effectively, aligning risk management activities with the project objectives and handling and mitigating gamification risks in general. E5: “Risk-management activities made sure that the activities were toward the ultimate purpose of directing team effort toward critical risk”. E6 “The risk management activities after the sprint contributed a lot to the reduction of the total risk of the project and therefore this shows its success”. E9 noted that the risk reporting forms were “very legible and clear, enabling the team members to showcase and evaluate risk effect, and among these, the benefits that resulted from the AGRM process include thorough identification during any sprint event and not only a retrospective task, assessing risks on two factors depending on both perspectives of the risk owner and the Scrum master”.
7.3. Overall Evaluation of the Two-Phased Case Studies
8. Discussion
- Gamification risk reporting and assessment form: This form can be used either during or off-sprint because this ensures that risks are captured in real-time, thus allowing their dynamic and responsive management. It provides a common format where risks are documented, thus providing a more consistent and clear way of reporting.
- Personalized Risk Profiles (PRP): These are context-inclusive profiles that are used to identify the contextual risk factors of emerging risks in terms of the contextual risk factors related to the gamification of agile software development enterprises, organized by agile roles (described in Section 4.2.3). The contextual risks and risk factors related to the gamification of agile gamification were outputs of the study described in Section 4.1. These profiles provide a means to consider gamification risks from an individual perspective addressing contextual settings that were the reasons behind risk emergence. The PRP can be used during risk identification activity (described in Section 6.2.1) by the Scrum team members to help find the risks that emerged and their contextual settings, and by the Scrum Master during risk avoidance activity to better allocate Scrum team members to sprint tasks considering the gamification risks.
- Gamification Risk Register (GRR): A repository to track gamification risks from identification to mitigation. This ensures comprehensive risk documentation throughout their life cycle. It enables tracking, accountability, and monitoring of gamification risks by keeping a complete record of risk histories.
- Two-factor assessment: This step is conducted by the Scrum Master while reviewing and prioritizing activity. It uses the Risk Exposure Measure and Task Impact Matrix for quantifying and prioritizing the identified risks into the GRR.
- Resolved Risks and Risk Factors Table: This table is used by the Scrum Master and Scrum team members during the sprint retrospective to help resolve the risks and mitigate the risks in terms of their risk factors and risk categories using the risk taxonomy (described in Section 4.2.2) described above to document risks that were mitigated and the factors contributing to their resolution. This will provide a tool for continuous learning to further enhance risk management strategies in the future. This encourages iterative improvement and sharing of knowledge across teams.
- Risk Mitigation Repository: This repository is used for gathering the mitigation strategies in terms of the risk categories used by the Scrum Team during the sprint retrospective for resolving and mitigating the highly ranked risks. It provides teams with the ability to apply proven approaches to address similar risks. This would promote consistency and efficiency in the implementation of mitigation strategies.
- Personality vs. Risk Histogram: This histogram is generated by the Scrum Master from the list of reviewed risks into the GRR during spring planning. It visualizes the frequency of the occurrence of risks by each personality type to provide insights that are useful for task assignment and resource allocation during optimization.
- Task Allocation Matrix: This matrix is used by the Scrum Master during the sprint planning, while performing the risk avoidance activity. This ensures that tasks are allocated in a responsible and strategic manner, which reduces and avoids the emergence of the risk of gamification. It helps in aligning tasks with appropriate team members based on roles and risk profiles. Benefit: It reduces the occurrence of errors or inefficiencies related to mismatched assignments. This prevents the mismatched assignment of tasks that would lead to an increased risk for some personality traits.
9. Conclusions and Future Work
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Appendix B
Risk Category | Risk Category Definition | Risks |
---|---|---|
Psychological Risks | Refer to negative impacts on individuals’ well being | Fear of Incompetence (Self-Criticism), Fear of prejudgment & triviality, Stalling & disengagement, Anxiety, Unconfident, Increased stress, Effort misinterpretation, Irrelevant reward (mismatched expectations) (confusion feedback), Feeling stagnant, Novelty-seeking & quick boredom, Embarrassment, Left out. |
Operational and practical Risks | Refer to the potential negative impact on individuals’ ability to effectively and efficiently perform tasks or achieve goals due to the implementation or design of game elements | Skill and knowledge gap, Lower performance & Productivity, Diminished skills ineffective learning & skill development, Lack of skill alignment, Inequitable workload distribution, Limited experimentation, Distraction shift of focus, Novelty effect, increase in the number of unassigned tasks affecting sprint velocity, |
Ethical Risks | In gamification, refer to infringement of employees’ ethical mentality and responsibility towards their workplaces and task achievements. | Infringe ethical mentality and responsibility, being dishonest, Bias and fairness concerns, Exploitation, Persuaded voting, Ego-centric, Implied toxicity, Procrastination, Rabbit hole (Gaming addiction), Meeting minimum requirements. |
Socio-dynamics related Risks | Refer to risks influencing team dynamics, relationships, and behaviors. | Social comparison & competitive pressure, Anchoring bias, Unneeded competition, Peer conflict & inaccurate achievement, Lack of peer feedback, Peer pressure & fear of letting down teammates, Unfair comparisons, Clustering group & intimidation, Peer rejection & negative employee morale, Employee inequality, social overload, Increased jealousy & competition |
Strategic & Organizational Risks | Refer to risks of the impact of gamification on achieving organizational strategies, business goals, and misalignment of users’ needs. | Misalignment with client needs, Poor user satisfaction, Resistance & lack of senior management participation |
Task-related Risks | Refer to the potential risks that can affect the successful completion of specific tasks or activities within a project or workflow. Quality-related risks refer to potential issues that can affect the output or deliverability of a task. These can include inadequate requirements gathering, reoccurrence of issues, inadequate product documentation, and insufficient testing. Schedule-related risks pertain to risks related to task timelines and dependencies. Factors such as time-consuming and high overhead, underestimated task durations, and unexpected schedule delays that cause disruptions in the planned sequence of activities can impact the overall project schedule | Quality risks: Low-quality user stories & impractical user stories, Incomplete backlog prioritization & Refinement, Rushed or superficial requirement scoring, Less robust or inefficient requirement solutions, Technical debt accumulation & reoccurrence of issues, Disruption of workflow and affecting number of completed sprints, Poor quality deliverables & test coverage, Delays of the lead time of log items, Decrease in sprint velocity and affected burn-down charts, Complex functionality & not user-friendly user interface, Missed opportunities & overlooking anomalies, Inadequate testing & quality assurance, Functionality issues & high defect density, Increased number of reopened & persistent bugs, Premature closure of bugs & unsolved and incomplete bugs affecting the software development, Lack of innovation & creativity, Incomplete product documentation, Rushed sprint backlog prioritization & user story selection decisions, Poor user story selection. Schedule risks: Delays and inefficiencies for lead time of log items decrease in sprint velocity and affected burn-down charts |
Appendix C
Appendix D
Appendix E
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Study Stage | Data Collection Method | Purpose |
---|---|---|
Stage 1: Exploration & Investigation [36] |
|
|
Stage 2: Confirmation & Elaboration [37] |
|
|
Stage 3: Evaluation Study |
|
Evaluation Study Procedure | Description | Materials Used | Demographics | Duration |
---|---|---|---|---|
Pilot Study | Expert checking for validations and refinement of the process | AGRM proposed process and supporting material | Two experts | 1 h 25 min |
Induction Session | Familiarizing participants with the topic, introducing the previous results and the study objective | Scenarios, Risk taxonomy, thematic map | 11 participants (Two Teams) | 40 min |
Conduction without our proposed process (Control) | Baseline evaluation without our proposed process | Traditional risk management methods, risk description list | 11 participants (Two Teams) | 1.5 h |
Conduction with our proposed process (AGRM) | Presenting the proposed AGRM in a series of sessions conducted during the sprint events | The AGRM process and its supporting materials | 11 participants (Two Teams) | 3 h |
Organization | Participant No. | Participant Role | Experience | Gender |
---|---|---|---|---|
Organization 1 | Participant 1 | Junior Software Developer | 2 years | Male |
Participant 2 | Junior Software Developer | 3 years | Male | |
Participant 3 | Senior Software Engineer | 7 years | Female | |
Participant 4 | Senior Scrum Owner | 16 years | Male | |
Participant 5 | Junior Software Developer | 4.5 years | Female | |
Organization 2 | Participant 6 | Senior Product Owner | 15 years | Male |
Participant 7 | Junior Software Developer | 2 years | Male | |
Participant 8 | Senior QA Engineer/SWE | 8 years | Female | |
Participant 9 | Junior Software Developer | 3 years | Male | |
Participant 10 | Senior Scrum Master | 12 years | Female | |
Participant 11 | Senior Front-End Developer | 4 years | Male |
Risk Management Activity | Role | Scrum Event | Activities | Tasks | Artifacts |
---|---|---|---|---|---|
Risk Identification | Scrum Team Member (Affected team member) |
| Risk Identification | Complete Gamification risk reporting form Scrum team members fill out the Gamification Risk Reporting & Assessment form with the risks that emerged and assess the risk likelihood and severity. |
|
Risk Assessment | Scrum Team Member (Affected team member) | Risk Assessment | Assess Risk Likelihood and Severity within the risk reporting form “Evaluate the likelihood and severity/impact of each identified gamification risk”.
|
| |
Risk Review & Prioritization | Scrum Master |
| Risk Review & Prioritization |
|
|
| |||||
Risk Mitigation | Scrum Master and development team |
| Validate & Mitigate Risks |
|
|
Project manager and IT Operations manager |
| ||||
Risk Avoidance | Scrum Master |
| Analyze gamification risks against personality types and avoid high-risk allocations. |
|
|
|
Risk Impact | Description Level |
---|---|
Low Risk | Green (Medium Risk Exposure = 6, No Impact on Tasks): Accepted risk |
Medium Risk | Yellow (High-Risk Exposure = 9, No Impact on Tasks): These risks should be mitigated |
High Risk | Orange (Medium Risk Exposure = 6, High Impact on Tasks): These risks should be mitigated soon. |
Highest Level Risk | Red (High-Risk Exposure = 9, High Impact on Tasks): These risks need immediate mitigation. |
Risk Number | Risk Emerged |
---|---|
R1 | Effort Misinterpretation (R1) |
R2 | Fear of Incompetence (R3) |
R3 | Unwanted Competition (R4) |
Time Stamp | Emp ID | Personality Type | Risk Title | Risk Likelihood | Risk Impact | Task | Game Elements |
---|---|---|---|---|---|---|---|
08/08/2024 14:56:12 | E4 | Extraversion | R28—anxiety & unconfident | High | High | No task | Competition |
08/08/2024 14:56:12 | E4 | Extraversion | R18—Anchoring Bias | Medium | High | Testing & Quality Assurance | Leaderboard, Points, Badges |
13/08/2024 20:32:03 | E3 | Agreeableness | R67—Lower task quality & efficiency | High | High | Code Reviews | Other |
14/08/2024 20:32:03 | E5 | Agreeableness | R43—Increased Stress, Anxiety | Medium | High | Sprint Retrospective | Progress Bar |
16/08/2024 14:56:12 | E1 | Openness | R3—Fear of Incompetence | High | High | No task | Avatar |
Time Stamp | Emp ID | Personality Type | Risk Title | Risk Likelihood | Risk Impact | Task | Game Elements |
---|---|---|---|---|---|---|---|
09/08/2024 20:29:26 | E9 | Extraversion | R43—Increased Stress, Anxiety | High | High | Testing & Quality Assurance | Competition, Progress Bar, Time Pressure |
10/08/2024 20:32:03 | E9 | Extraversion | R57—Technical debt | Medium | Medium | Testing & Quality Assurance | Points, Challenges, Competition |
12/08/2024 18:56:12 | E6 | Agreeableness | R13—Distraction & Shift of Focus | High | High | User Story Creation | Leaderboard, Points, Competition, Time Pressure |
13/08/2024 16:56:12 | E10 | Agreeableness | R43—Increased Stress, Anxiety | High | High | Sprint Planning Meeting | Points, Challenges, Competition, Time Pressure, Communication Channel |
Risk | Risk Likelihood | Risk Impact | Risk Exposure | Task Impact | Task | Risk Status |
---|---|---|---|---|---|---|
R28—Anxiety & unconfident | High | High | 9 | no impact | No task | Escalated |
R43—Increased Stress, Anxiety | High | High | 9 | high | Testing & Quality Assurance | Reviewed |
R59—Meet minimum requirements | High | Medium | 6 | high | Testing & Quality Assurance | Reviewed |
R1—Effort misinterpretation | High | Medium | 6 | no impact | No task | Escalated |
Risk Emerged | Game Elements | Personality Type | Risk Status |
---|---|---|---|
R28—Anxiety & unconfident | Competition | Extraversion | Escalated |
R1—Effort misinterpretation (Performance Misjudgment) | Competition, Time Pressure | Agreeableness | Escalated |
R3—Fear of Incompetence | Avatar | Openness | Escalated |
Personality Type | Risk Title | Risk Exposure | Task Impact | Task |
---|---|---|---|---|
Extraversion | R18—Anchoring Bias | 6 | High | Testing & Quality Assurance |
Openness | R26—Peer conflict and inaccurate achievement | 6 | High | Development Task |
Extraversion | R43—Increased Stress, Anxiety | 9 | High | Testing & Quality Assurance |
Agreeableness | R43—Increased Stress, Anxiety | 6 | High | Sprint Retrospective |
Agreeableness | R13—Distraction & Shift of Focus | 9 | High | Sprint Planning Meeting |
Agreeableness | R42—Task quitting | 9 | High | Development Task |
Agreeableness | R23—Disengagement & Anxiety | 9 | High | Code Reviews |
Risk Emerged | Risk Impact on | Primary Risk Factor |
---|---|---|
R43—Increased Stress, Anxiety | Psychological Risk | Organizational culture or transparency |
R66—Exploited by others) | Ethical Risk | Monitoring & Feedback |
R13—Distraction & Shift of Focus | Operational & practical | Monitoring & Feedback |
R43—Increased Stress, Anxiety | Psychological and social well-being | Monitoring & Feedback |
R67—Lower task quality & efficiency | Task and Sprint Performance | Goal/Task achievement |
R65—Increased number of reopened & persistent tasks | Task and Sprint Performance | Goal/Task achievement |
R13—Distraction & Shift of Focus | Operational & practical | Goal/Task achievement |
R42—Task quitting | Task and Sprint Performance | Game element Setting |
R23—Disengagement & Anxiety | Psychological Risk | Goal/Task achievement |
Risk Impact on | Risk Emerged | Mitigation Strategies | References |
---|---|---|---|
Psychological Risk | R13—Distraction & Shift of Focus R43—Increased Stress, Anxiety R23—Disengagement & Anxiety |
| [34] |
Ethical Risk | R66—Exploited by Others |
| [34,111] |
Task and Sprint Performance | R67—Lower Task Quality & Efficiency |
| [34,111,112] |
R65—Increased Number of Reopened & Persistent Tasks R42—Task Quitting |
Risk | Agreeableness | Conscientiousness | Extraversion | Openness | Total |
---|---|---|---|---|---|
R13—Distraction & Shift of Focus | 2 | 2 | |||
R18—Anchoring Bias | 1 | 1 | |||
R20—Embarrassments | 1 | 1 | |||
R23—Disengagement & Anxiety | 1 | 1 | |||
R25—Disruption of workflow and affecting several completed sprints | 1 | 1 | |||
R26—Peer conflict and inaccurate achievement | 1 | 1 | |||
R42—Task quitting | 1 | 1 | |||
R43—Increased Stress, Anxiety | 1 | 1 | 1 | 3 | |
R57—Technical debt accumulation reoccurrence of issues | 1 | 1 | |||
R59—Meet minimum requirements | 1 | 1 | |||
R65—Increased number of reopened & persistent tasks | 1 | 1 | |||
R66—Exploited by others | 1 | 1 | |||
R67—Lower task quality & efficiency | 1 | 1 |
Task | Game Element | Openness | Neuroticism | Extraversion |
---|---|---|---|---|
Fixing high priority bug |
| Employee 1 | Employee 5 | Employee 8 |
Progress bar | Employee 1 | Employee 5 | Employee 8 |
Aspect | Advantage | Drawback |
---|---|---|
Systematic Approach | It is a clear, structured process to handle risks, making the practice consistent across teams. | Requires extensive training and knowledge of the artifacts to be applied correctly. |
Novel Artifacts | Offers tools specifically designed to deal with gamification risks in agile environments. | Initial preparations of artifacts like the Task Allocation Matrix can be very time consuming. |
Risk Review and Prioritization | It requires the Scrum Master to review and prioritize the highly ranked risks to be addressed and mitigated within the sprint | It requires an exhaustive series of steps in terms of the two assessment factors performed by the Scrum Master prior to the sprint retrospective to be able to filter the gamification to be addressed and mitigated within the sprint |
Risk Avoidance | It aligns tasks according to personalized risk profiles, reducing and minimizing adverse outcomes using the personality/risk histogram and the task allocation matrix and personality risk profiles for contextual resolution of risk emergence. | It requires the Scrum Master to perform a series of exhaustive steps to be able to allocate spring tasks to personality types and roles not susceptible to experiencing gamification risks. Also, it is highly dependent on accurate data and risk profiling to be effective. |
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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Elsalmy, F.M.; Sherief, N.H.; Abdel Moez, W.M.; Ammar, H.H. Agile Gamification Risk Management Process: A Comprehensive Process for Identifying and Assessing Gamification Risks. Computers 2025, 14, 76. https://doi.org/10.3390/computers14020076
Elsalmy FM, Sherief NH, Abdel Moez WM, Ammar HH. Agile Gamification Risk Management Process: A Comprehensive Process for Identifying and Assessing Gamification Risks. Computers. 2025; 14(2):76. https://doi.org/10.3390/computers14020076
Chicago/Turabian StyleElsalmy, Fayrouz M., Nada H. Sherief, Walid M. Abdel Moez, and Hany H. Ammar. 2025. "Agile Gamification Risk Management Process: A Comprehensive Process for Identifying and Assessing Gamification Risks" Computers 14, no. 2: 76. https://doi.org/10.3390/computers14020076
APA StyleElsalmy, F. M., Sherief, N. H., Abdel Moez, W. M., & Ammar, H. H. (2025). Agile Gamification Risk Management Process: A Comprehensive Process for Identifying and Assessing Gamification Risks. Computers, 14(2), 76. https://doi.org/10.3390/computers14020076