Great scrums need great product owners: Unbounded collaboration and collective product ownership

KH Judy, I Krumins-Beens - Proceedings of the 41st Annual …, 2008 - ieeexplore.ieee.org
Scrum describes a separation of roles; the product owner is accountable for achieving
business objectives and the team for technical execution. A pragmatic and collegial …

Personalized gaming for motivating social and behavioral science participation

C Harteveld, SC Sutherland - Proceedings of the 2017 ACM workshop …, 2017 - dl.acm.org
Game-like environments are increasingly used for conducting research due to the
affordances that such environments offer. However, the problem remains that such …

“guilty of talking too much”: How psychotherapists gamify therapy

E Tochilnikova, A Patnaik, G Alsebayel… - Proceedings of the …, 2022 - dl.acm.org
Traditionally, game designers have driven the development process of psychotherapeutic
games with psychotherapists playing a consultant role. In contrast, our study explores …

Design of playful authoring tools for social and behavioral science

C Harteveld, N Manning, F Abu-Arja… - … Proceedings of the …, 2017 - dl.acm.org
Playful environments are increasingly being used for conducting research. This makes a
game platform for authoring research studies and teaching about how to conduct research a …

Gamifying psychological assessment: insights from gamifying the thematic apperception test

B Fatehi, C Holmgård, S Snodgrass… - Proceedings of the 14th …, 2019 - dl.acm.org
Gamification and serious games have the capacity to increase engagement in often non-
engaging contexts such as a test. In this study, we gamified a psychological test, the …

Standing on the shoulders of citizens: Exploring gameful collaboration for creating social experiments

C Harteveld, A Stahl, G Smith, C Talgar… - 2016 49th Hawaii …, 2016 - ieeexplore.ieee.org
There exists a gap in knowledge between scientists and the larger non-scientist public.
Therefore, much of the information provided to the public regarding research that should …

[PDF][PDF] Gamifying psychological testing: Insights from Gamifying the TAT

B Fatehi - 2017 - repository.library.northeastern.edu
Nowadays, gamification, using game elements in a non-game context, is becoming
progressively popular in the research due to their affordances. Technology has the promise …

Sustainable life cycle game design: Mixing games and reality to transform education

C Harteveld, Y Folajimi, SC Sutherland - Proceedings of DiGRA/FDG …, 2016 - dl.digra.org
Although educational games have much promise across domains, their use is not
widespread due to a lack of dissemination. This lack, combined with the development costs …