Workshop 1 - GamifySPI


Rory O’Connor
Dublin City University, Ireland

Murat Yilmaz
Cankaya University, Turkey
Definition of Gamification

In the era of social media, Gamification is an emerging trend that is basically using game elements in non-gaming context. However, it is also considered as a new method to bridge the gap between software organizations and customers in a special way. Games provoke the notions of competition and achievement in individuals that trigger innovation. Ultimately, gamification becomes a common technique to motivate your staff.


Thematic Paper Topics

  • Gamification for Software Development
  • Project Management
  • Innovation and Change Management
  • Automotive Industry
  • Life Cycle Management
  • Business Intelligence
  • Design Patterns for Gamification
  • How to Assess Gamification

Submission Dates

12.04.2019 First Thematic Paper Submission
10.05.2019 Review by International Programme Committee and Notification of Acceptance
21.06.2019 Camera Ready Version of Paper for Book
16.08.2019 Early Registration Deadline (All presenters must register, otherwise the contribution is deselected)
13.09.2019 Upload of Powerpoint Conference Presentation

SPRINGER Book Series

EuroAsiaSPI² is publishing an annual SPRINGER book and the EuroSPI books show a total of 150000 (one hunded fifty thousand) chapter downloads. The workshop papers will form a chapter for this thematic topic in the SPRINGER book.

How to submit

Please follow the following steps for submitting a paper:

  • Your thematic topic paper should comprise 10-12 pages.
  • Your paper has to be conform to the Springer CCIS format which is the same as the Lecture Notes in Computer Science (LNCS) format (please see the author guidelines of Springer)
  • The paper has to be uploaded to the EuroAsiaSPI² conference website (see below).
  • Authors of accepted papers will be asked to write a final paper of 10 to maximum 12 pages and to prepare a 20 minutes PowerPoint presentation.
  • The final paper has to be uploaded to the EuroAsiaSPI² conference website again.
  • Papers shall reference the SPI Manifesto (find relationships to values and principles or propose new values and principles to be added).

Note: To publish the paper in the proceedings the authors have to sign a copyright form and at least one of the authors has to present the paper at the conference. The paper will be published in printed form and electronically and therefore we need all source files.

Please read first the author submission guide. More...

Also see "Thematic Paper Submission for one of the 10 workshop communities" for more information

Important Information

Key Contributors

The goal of this year’s workshop is to share the practical usage of the game elements in the information technology and software process improvement context to engaging today’s customers of computer applications. In addition, our objective lays the basics of game design theory to solve real world problems in information and software technology context such as customer engagement, user motivation and retention. The goal is to help researchers to design multi-dimensional interaction and feedback mechanism by using dynamics of games.

In addition, the workshop covers the persuasive games and their applications for software development, which is the art and science of persuasion through game-based representations and interactions of systems rather than the verbal form.

Selected papers from the workshop will be published in IET Software (an SCI
indexed journal) as Special Issue, please see the link below.

The IET - Digital Library

Interactive Workshop Approach

Focus of interest and main questions discussed during the workshop will be:
  • Best practices to design gamification approaches.
  • Also bad practices / experiences (what not to do) to design gamification.
  • How would an existing organisation adapt to the new approach of gamification.
  • How does gamification improve software development and SPI?
  • How does gamification help in innovation?
  • Is there a list of influence factors?
  • What are typical infrastructures to support gamification in industry or in education?

Each presentation will be discussed towards these main topics of interest. A panel discussion at the end shall come up with a summary of the solutions presented and with new research topics to focus on to solve this integrated approach (work for next year to meet at next EuroAsiaSPI and share again).