HALO (Highly Addictive, sociaLly Optimized) Software Engineering

Swapneel Kalpesh Sheth; Jonathan Schaffer Bell; Gail E. Kaiser

HALO (Highly Addictive, sociaLly Optimized) Software Engineering
Sheth, Swapneel Kalpesh
Bell, Jonathan Schaffer
Kaiser, Gail E.
Technical reports
Computer Science
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Columbia University Computer Science Technical Reports
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Department of Computer Science, Columbia University
Publisher Location:
New York
In recent years, computer games have become increasingly social and collaborative in nature. Massively multiplayer online games, in which a large number of players collaborate with each other to achieve common goals in the game, have become extremely pervasive. By working together towards a common goal, players become more engrossed in the game. In everyday work environments, this sort of engagement would be beneficial, and is often sought out. We propose an approach to software engineering called HALO that builds upon the properties found in popular games, by turning work into a game environment. Our proposed approach can be viewed as a model for a family of prospective games that would support the software development process. Utilizing operant conditioning and flow theory, we create an immersive software development environment conducive to increased productivity. We describe the mechanics of HALO and how it could fit into typical software engineering processes.
Computer science
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Suggested Citation:
Swapneel Kalpesh Sheth, Jonathan Schaffer Bell, Gail E. Kaiser, 2011, HALO (Highly Addictive, sociaLly Optimized) Software Engineering, Columbia University Academic Commons, http://hdl.handle.net/10022/AC:P:10533.

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