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    <titleInfo>
        <title>HALO (Highly Addictive, sociaLly Optimized) Software Engineering</title>
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    <name type="personal" ID="sks2142">
        <namePart type="family">Sheth</namePart>
        <namePart type="given">Swapneel Kalpesh</namePart>
        <role>
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        <affiliation>Columbia University. Computer Science</affiliation>
    </name>
    <name type="personal" ID="jsb2125">
        <namePart type="family">Bell</namePart>
        <namePart type="given">Jonathan Schaffer</namePart>
        <role>
            <roleTerm type="text">author</roleTerm>
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        <affiliation>Columbia University. Computer Science</affiliation>
    </name>
    <name type="personal" ID="gek1">
        <namePart type="family">Kaiser</namePart>
        <namePart type="given">Gail E.</namePart>
        <role>
            <roleTerm type="text">author</roleTerm>
        </role>
        <affiliation>Columbia University. Computer Science</affiliation>
    </name>
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        <namePart>Columbia University. Computer Science</namePart>
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        <publisher>Department of Computer Science, Columbia University</publisher>
        <dateIssued encoding="w3cdtf" keyDate="yes">2011</dateIssued>
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    <abstract>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.</abstract>
    <subject>
        <topic>Computer science</topic>
    </subject>
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        <titleInfo>
            <title>Columbia University Computer Science Technical Reports</title>
            <partNumber>CUCS-007-11</partNumber>
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    <identifier type="hdl">http://hdl.handle.net/10022/AC:P:10533</identifier>

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        <recordCreationDate encoding="w3cdtf">2011-06-09 15:50:07 -0400</recordCreationDate>
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