<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>RE-PROVO: An Evaluation of Gamification in a Law Enforcement Organization</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>ACM Classification Keywords</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Assia Alexandrova Computing and Communications The Open University Milton Keynes</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Human-centered computing: Social engineering (social sciences); Human factors; Requirements/Specifications</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Ivan Horrocks Engineering and Innovation The Open University Milton Keynes</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Lucia Rapanotti Computing and Communications The Open University Milton Keynes</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <fpage>337</fpage>
      <lpage>340</lpage>
      <abstract>
        <p>Government organizations rely extensively on legacy systems for their operations. When such systems are phased out, the new applications which replace them often replicate legacy functionality unnecessarily, resulting in inefficiencies and missed opportunities for innovation. A prototype of an online discussion game designed to promote the analysis and critique of functional requirements for legacy system replacement and encourage creativity, was evaluated in a local law enforcement agency. The preliminary findings of the evaluation are discussed, and the potential effects of gamification on the future of organizational communications and decision-making are considered.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Requirements Engineering</kwd>
        <kwd>Legacy Systems</kwd>
        <kwd>Gamification</kwd>
        <kwd>Bureaucracy</kwd>
        <kwd>Public Sector</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction: The Legacy Problem in</title>
    </sec>
    <sec id="sec-2">
      <title>Government Agencies</title>
      <p>
        Government agencies are traditionally associated with
bureaucracy, inertia and outdated information
technology (IT) systems [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Legacy technology is
rampant in public sector organizations. “Green screen”
mainframe applications, and non-web based systems
are particularly prevalent in law enforcement and public
safety institutions [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Many of these systems are in the
process of being modernized, or replaced, and such
projects are costly and time-consuming. When agencies
undertake technology modernization, the new
applications which are being implemented often mimic
the old legacy systems which they are intended to
replace. This occurs for several reasons: existing
processes are being recreated so that users do not
have to be retrained, old data schemas are being
retained and extended for purposes of compatibility
with other legacy systems, old features are being
preserved to comply with existing legislation [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Functional and data specifications are also replicated
because agencies fear that change will lead to
operational destabilization, chaos or unintended
outcomes both for the internal users of the system, and
for the public. The phenomenon of risk aversion, and
uncritical acceptance of an organization’s
operational/business process status-quo which leads to
the de-facto reproduction not only of legacy technology
and data models, but also of antiquated organizational
work processes, has been defined as the legacy
problem of the public sector [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>The Requirements Phase of Legacy Replacement</title>
    </sec>
    <sec id="sec-4">
      <title>Projects</title>
      <p>
        The legacy problem manifests itself during the
requirements phase of legacy replacement projects,
when business users and IT staff alike are deriving
requirements for either commercial off-the-shelf
(COTS) or bespoke systems by drawing directly from
legacy systems specifications, usage manuals, or even
legacy code (since often the only place business
processes and rules are documented is in software code
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]). This is detrimental because government
organizations miss the opportunity to revisit, update
and streamline their workflows, business processes and
operational practices, and to be innovative.
      </p>
      <p>
        During the requirements phase in legacy system
replacement projects in government agencies, often the
requirements for new systems are not even discussed
instead they are virtually “mot à mot” (word for word)
derived from the legacy system’s features. The project
management philosophy in such cases is to move
everything to the new technology platform as-is as a
first phase, and to consider potential changes and
improvements later, as a second phase [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Phase 2,
however, rarely occurs due to budget constraints or
changes in IT project priorities. In some cases,
requirements discussions do in fact take pace, and
when they do, proposals for departure from the
statusquo are commonly rejected by someone in the
organization who takes on the role of “devil’s advocate”
and brings up all the potential negative, or catastrophic
effects of doing things differently from how they have
always been done. On the other extreme, there are
agency executives who issue directives to make
innovations - i.e. implement new trendy technology,
without regard for the actual impact that this may have
on operations or on the services provided to the public.
These two diametrically opposed positions - the
naysayer, who fears all change, and the reckless
innovator who fails to perform an impact analysis –
correspond to stereotypical attitudes towards risk [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
and to organizational personas that tend to stifle
productive functional requirements analysis and
elicitation sessions in organizations and to introduce
emotional conflict which endangers constructive
deliberation. Additionally, project participants’ locus in
organizational hierarchy tends to be an influence on
whether their concerns are even voiced in such
discussions [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        A potential approach towards addressing this issue is to
enable public sector practitioners to be creative during
the requirements phase, and to explore innovative
alternatives in depth when discussing and analyzing
business requirements for applications that are meant
to replace legacy systems. Transdisciplinary and
gamebased approaches have commonly been adapted to
address “wicked problems” [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Wicked problems
defined as issues of a complex techno-social nature [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
exhibit characteristics similar to those of the legacy
problem – they are intractable, contradictory and have
shifting formulations. Gamification can be applied to
ensure that during the definition and deliberation of
requirements affecting work processes in government
organizations, arguments for the innovation of existing
workflows and operational procedures are expressed
and considered when specifications for new systems are
developed.
      </p>
    </sec>
    <sec id="sec-5">
      <title>RE-PROVO - Gamifying Inquiry-Based</title>
    </sec>
    <sec id="sec-6">
      <title>Requirements Analysis</title>
      <p>
        We have hypothesized that introducing game elements
into requirements discussions - elements such as roles,
teams, points, badges, and anonymizing participation,
would result in the development of requirements which
do not uncritically duplicate the legacy system that is
being replaced. Gamification may encourage
participants not to “take the path of least resistance”
and automatically adopt the “safest” approach, but to
suggest changes that take advantage of new
technology, and introduce efficiencies. By anonymizing
online deliberations, and introducing incentives for
players to contradict and argue with current
requirement formulations, the game design tries to
downplay, or disable influences that tend to constrain
discussions and brainstorming in traditional formats
(e.g. peer pressure during in-person meetings)[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
A requirements game - RE-PROVO (Esperanto for
retest), was designed as a gamification layer to the Potts
et al. requirement inquiry cycle [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. According to Potts
and his colleagues when a requirement is initially
defined, it must go through a critique – i.e. a
“challenge” to its current contents, followed by
subsequent analysis and discussion, and resulting in its
morphing into a different version. The resulting
morphed version can be challenged and reformulated
as well, and the cycle can (should) repeat until an
improved and agreed-upon version of the requirement
is arrived at. We borrowed from the inquiry cycle, and
used its “challenge” construct as a game action. Two
user/player roles were also established to structure the
discussion specifically along the themes of change and
status-quo preservation - innovators and heritage
keepers. The players in the game are randomly
assigned to one of these roles, and two teams are
formed. The heritage team must issue heritage, or
legacy-preservation challenges, through which it
critiques any one of a set of requirements listed in the
game application by identifying in them issues that may
lead to risk, operational instability, substantial changes
to standard operating procedures, or departures from
existing policies and legislation. The innovations team
must issue innovation challenges, which critique the
requirements for being too “faithful” to the status quo,
or for replicating inefficient processes, thus not taking
advantage of new technology to streamline workflows.
After challenges have been issued, the players should
morph the requirements, so that the critiques raised in
the challenges are addressed. Morphs can also be
challenged in their own right, and the discussion cycle
for them can be repeated. For each action
challenging, morphing or commenting, the players
receive points. As the points accumulate, the players
can also be awarded different types of badges. After an
agreed-on time frame, the players are enabled to vote
on the requirements and morphs so that a winning
version for each requirement thread is elicited. All the
points are tallied by team and by individual, and a
winning team and “most valuable player” (MVP) are
announced.
      </p>
      <p>
        JIRA’s issue tracker [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] (by Atlassian) was customized
and extended with a gamification add-on - Jiraffe [13]
(by BugPotion), and the resulting functionality was
used to evaluate the game concept in sessions with
practitioners from a law enforcement government
agency. While the evaluations of the RE-PROVO
prototype are still ongoing, some preliminary findings
have been already singled out at this phase of our
research.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Evaluation in Law Enforcement Information</title>
    </sec>
    <sec id="sec-8">
      <title>Technology Projects</title>
      <p>RE-PROVO was tested in a local police department. The
employment of a game for purposes of IT requirements
elicitation and development in a public safety
organization was rather unusual and a departure from
traditional IT project management practices. The use of
game dynamics in the discussion and analysis of
requirements for new technology features and
applications revealed thought-provoking insights into
the impact of gamification on organizational
communications and decision making. Three main
themes emerged: 1) employee engagement in group
deliberation and collaborative analysis, 2) the effect of
power relations on creativity and innovation, 3)
embeddedness of gamification in core operations.
Employee Engagement in Group Deliberation and
Collaborative Analysis
Participants in the RE-PROVO evaluation more readily
engaged in online discussions, and they felt that the
game elements were interesting to explore.</p>
      <p>
        Employees often have difficulty voicing their opinions
regarding how their organization should function - they
might feel their suggestions will be disregarded, or they
might be afraid of how others will perceive them. And
when deliberating on information technology issues in
particular, if they are business users of systems - they
might feel incompetent or intimidated. Therefore, any
additional measures to encourage engagement and
discussions and brainstorming would help the
organization successfully solicit feedback. Introducing
game dynamics tends to promote participation initially,
but with repeated uses of gamification, the novelty of
format may subside. Umar Ruhi asserts that enterprise
gamification design must be meaningful if it is to
sustain involvement and result in prolonged interest
[
        <xref ref-type="bibr" rid="ref13">14</xref>
        ]. An important question becomes whether
gamification will need to become permanently
embedded in organizational processes which require
enhanced employee engagement and pro-active
involvement. Will engagement on behalf of the
organization’s workers no longer be assumed to be part
of one’s work performance, instead perpetually
requiring some sort of incentivization or extrinsic
stimuli? While games and tool gamification may have a
positive effect on individual projects or work processes,
it must be asked whether a hunger for game dynamics
in all enterprise workflows or projects is sustainable or
desirable.
      </p>
      <p>Effects of Power Relations on Creativity and Innovation
RE-PROVO participants felt that anonymity was
beneficial, but they were nonetheless interested in
finding out who the other players were.</p>
      <p>
        Organizations in the public sector are increasingly
facing pressure to be innovative, to do “more with less”
and to “think outside of the box” [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ]. Given the
legislative constraints and the lack of public trust they
often encounter, this is a sufficiently complex
challenge. It has become a regular occurrence for
employees to be called upon to give ideas, get involved
in suggestions to overcome problems, propose creative
solutions, and participate in brainstorming sessions.
However, as indicated by participants in the RE-PROVO
game evaluation, there is apprehension to share
opinions and ideas whenever management or agency
executives are present. When individuals who are
positioned high in the organization’s hierarchy are
present in meetings to define systems requirements,
they (often unintentionally) stifle discussion. Employees
may just echo whatever comments managers make, or
they may refrain from showing their disagreement.
REPROVO was made anonymous precisely so that power
relations do not become a factor in deliberations. The
online medium made this possible. During the
evaluation, our participants did make attempts to guess
or uncover the others’ identities (their screen names
were fictitious) by exploring various sections of the
application. This suggests that identity and one’s
position in the organization are important determinants
when evaluating others’ ideas, comments or critiques.
In RE-PROVO we wanted the players to assess the
requirements, challenges, morphs and comments on
their own merit; we also wanted participants not to be
afraid to challenge anyone or argue with others. In
technical discussions in particular, alternative designs
and architectures can be more easily assessed from a
purely technical perspective, without reference to
additional information such as the background of the
person making the suggestion. In this sense,
anonymous online discussion tools with gamified
elements that promote competitive behaviors and
productive conflict, have the potential to subvert
traditional open, face-to-face methods that seek to
elicit innovations and creative solutions. Will
gamification help support participation in organizational
innovation by those who are more introverted, or in
lower positions in the organizational chart? Perhaps
gamified organizational tools that support group
deliberation and decision-making can become the “true
equalizer” [
        <xref ref-type="bibr" rid="ref15">16</xref>
        ]. This is particularly relevant in law
enforcement agencies where chain of command
considerations may preempt solution or idea quality.
Embeddedness of Gamification in Core Operations
The participants in the RE-PROVO requirements game
evaluation were interested if their winning morphs
would be actually implemented, or if the game is just a
simulation of a requirements elicitation process.
The theme of operational embeddedness of games in
the enterprise refers to the manner in which gamified
tools and processes result in the creation of a product,
or an actionable item. A significant number of games,
or game-based applications primarily affect areas that
are ancillary to core operations, i.e. they enable
educational activities and training, brainstorming, or
employee networking [
        <xref ref-type="bibr" rid="ref16">17</xref>
        ]. There are some examples
where games introduce incentives in sales, or customer
service performance, or are integrated in a quality
assurance process (e.g. employees are encouraged to
detect more issues, or software bugs [
        <xref ref-type="bibr" rid="ref17">18</xref>
        ]), and these
are indeed the main functions of the company. In our
case, the game try-out was undertaken for research
purposes, and even though it contained real scenarios
and requirements from actual ongoing projects, it was
primarily an exercise in deliberation, and its outcomes
have no guarantees of impacting the agency’s IT and
law enforcement decision makers. RE-PROVO would be,
in effect, a rehearsal for future discussions, just as
many other games or gamified applications are
primarily educational, training tools. This echoes the
notion of “procedural rhetoric” introduced by Ian
Bogost [
        <xref ref-type="bibr" rid="ref18">19</xref>
        ], which posits that the main impact of
games is to imply and teach a certain procedural model
of the world. It would be a relevant line of inquiry to
determine if gamification can involve more than
“procedural rehearsals” of the organization’s core
processes, but could be directly integrated in
decisionmaking (e.g. versions of systems requirements with the
most votes in the RE-PROVO game would automatically
become a part of the new system’s specification
document). In such a scenario an organization’s
decision-making processes would be impacted
substantially by game dynamics, and gamified activities
will be, in fact, more than “just a game.”
      </p>
    </sec>
    <sec id="sec-9">
      <title>Conclusion</title>
      <p>A requirements deliberation game - RE-PROVO, was
prototyped to evaluate if elements such as role-play,
teams, points and badges can assist practitioners in
government organizations to tackle the legacy problem,
and facilitate the analysis of functional requirements for
the replacement of legacy systems. The evaluation
raised important issues related to the role gamification
can play in organizational communications and decision
making in the workplace of the future. Gamified tools
and work processes have the potential to be fully
integrated in core production-level processes, and to
subvert traditional hierarchical decision-making. In law
enforcement agencies, which rely on strict command
and control structures, gamification may promote
improved organizational agility and lead to more
innovative outcomes.
13. http://bugpotion.com/</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Vincent</surname>
            <given-names>M. F.</given-names>
          </string-name>
          <string-name>
            <surname>Homburg</surname>
          </string-name>
          .
          <article-title>Red Tape and Reforms: Trajectories of Technological and Managerial Reforms in Public Administration</article-title>
          .
          <source>International Journal of Public Administration</source>
          <volume>31</volume>
          , no. 7
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <given-names>Hsinchun</given-names>
            <surname>Chena</surname>
          </string-name>
          , Jenny Schroeder,
          <string-name>
            <surname>Roslin</surname>
            <given-names>V.</given-names>
          </string-name>
          <string-name>
            <surname>Haucka</surname>
            , Linda Ridgeway, Homa Atabakhsh, Harsh Gupta, Chris Boarman, Kevin Rasmussen,
            <given-names>Andy W.</given-names>
          </string-name>
          <string-name>
            <surname>Clements</surname>
          </string-name>
          .
          <year>2003</year>
          .
          <article-title>Coplink Connect: Information and knowledge management for law enforcement</article-title>
          .
          <source>CACM</source>
          ,
          <volume>46</volume>
          (
          <issue>1</issue>
          ):
          <fpage>28</fpage>
          -
          <lpage>34</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <given-names>Assia</given-names>
            <surname>Alexandrova</surname>
          </string-name>
          , Lucia Rapanotti,
          <string-name>
            <given-names>Ivan</given-names>
            <surname>Horrocks</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>The legacy problem in government agencies: an exploratory study</article-title>
          .
          <source>Proceedings of the 16th Annual International Conference on Digital Government Research</source>
          ,
          <fpage>150</fpage>
          -
          <lpage>159</lpage>
          , ACM.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <given-names>Assia</given-names>
            <surname>Alexandrova</surname>
          </string-name>
          .
          <year>2012</year>
          .
          <article-title>Business requirements analysis and development for legacy system replacement projects in government organizations</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <given-names>M. P.</given-names>
            <surname>Gupta</surname>
          </string-name>
          , and
          <string-name>
            <given-names>Deepak</given-names>
            <surname>Bhatia</surname>
          </string-name>
          .
          <year>2005</year>
          .
          <article-title>Reworking with a legacy financial accounting system</article-title>
          .
          <source>Lessons from pharma company. Interfaces</source>
          ,
          <volume>30</volume>
          (
          <issue>3</issue>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <given-names>Harry</given-names>
            <surname>Sneed</surname>
          </string-name>
          .
          <year>1995</year>
          .
          <article-title>Planning the Reengineering of Legacy Systems</article-title>
          . IEEE Software,
          <year>January</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <given-names>Steve</given-names>
            <surname>Frosdick</surname>
          </string-name>
          .
          <year>1997</year>
          .
          <article-title>The Techniques of Risk Analysis are Insufficient in Themselves</article-title>
          .
          <source>Disaster Prevention and Management</source>
          <volume>6</volume>
          (
          <issue>3</issue>
          ):
          <fpage>165</fpage>
          -
          <lpage>177</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Valerie</surname>
            <given-names>A</given-names>
          </string-name>
          .
          <string-name>
            <surname>Brown</surname>
          </string-name>
          , John Alfred Harris, Jacqueline Y. Russell (Eds.).
          <year>2010</year>
          .
          <article-title>Tackling Wicked Problems, through the Transdisciplinary Imagination</article-title>
          . Earthscan Publications Ltd, London.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Horst</surname>
            <given-names>W. J.</given-names>
          </string-name>
          <string-name>
            <surname>Rittel</surname>
          </string-name>
          and
          <string-name>
            <surname>Melvin M. Webber</surname>
          </string-name>
          .
          <year>1973</year>
          .
          <article-title>Dilemmas in a General Theory of Planning</article-title>
          .
          <source>Policy Sciences</source>
          <volume>4</volume>
          , no.
          <source>1969</source>
          (
          <year>1973</year>
          ):
          <fpage>155</fpage>
          -
          <lpage>169</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <given-names>Rosalie</given-names>
            <surname>Ocker</surname>
          </string-name>
          .
          <year>2010</year>
          . Promoting Group Creativity in Upstream Requirements Engineering.
          <source>Human Technology</source>
          <volume>6</volume>
          , no.
          <source>May</source>
          (
          <year>2010</year>
          ):
          <fpage>55</fpage>
          -
          <lpage>70</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Colin</surname>
            <given-names>Potts</given-names>
          </string-name>
          , Kenji Takahashi and
          <string-name>
            <given-names>Annie I.</given-names>
            <surname>Anton</surname>
          </string-name>
          .
          <year>1994</year>
          .
          <article-title>Inquiry-Based Requirements Analysis</article-title>
          .
          <source>IEEE Software, March</source>
          <year>1994</year>
          ,
          <fpage>21</fpage>
          -
          <lpage>32</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>12. https://www.atlassian.com/software/jira?</mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          14.
          <string-name>
            <given-names>Umar</given-names>
            <surname>Ruhi</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification</article-title>
          .
          <source>Technology Innovation Management Review</source>
          ,
          <volume>5</volume>
          (
          <issue>8</issue>
          ),
          <fpage>5</fpage>
          -
          <lpage>16</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          15.
          <string-name>
            <given-names>David</given-names>
            <surname>Osborne</surname>
          </string-name>
          .
          <year>1993</year>
          .
          <string-name>
            <given-names>Reinventing</given-names>
            <surname>Government</surname>
          </string-name>
          .
          <source>Public Productivity &amp; Management Review</source>
          <volume>16</volume>
          , no.
          <volume>4</volume>
          :
          <fpage>349</fpage>
          -
          <lpage>56</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          16.
          <string-name>
            <surname>Stephen</surname>
            <given-names>A.</given-names>
          </string-name>
          <string-name>
            <surname>Rains</surname>
          </string-name>
          .
          <year>2005</year>
          .
          <article-title>Leveling the organizational playing field-virtually: A meta-analysis of experimental research assessing the impact of group support system use on member influence behaviors</article-title>
          .
          <source>Communication Research</source>
          ,
          <volume>32</volume>
          ,
          <fpage>193</fpage>
          -
          <lpage>234</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          17.
          <string-name>
            <given-names>Marta</given-names>
            <surname>Rauch</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Best practices for using enterprise gamification to engage employees and customers</article-title>
          .
          <source>In Human-Computer Interaction. Applications and Services</source>
          , pp.
          <fpage>276</fpage>
          -
          <lpage>283</lpage>
          , Springer,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          18.
          <string-name>
            <surname>Marc</surname>
            <given-names>McDonald</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>Robert</given-names>
            <surname>Musson</surname>
          </string-name>
          and
          <string-name>
            <given-names>Ross</given-names>
            <surname>Smith</surname>
          </string-name>
          .
          <year>2007</year>
          .
          <article-title>The Practical Guide to Defect Prevention</article-title>
          . Microsoft Press.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          19.
          <string-name>
            <given-names>Ian</given-names>
            <surname>Bogost</surname>
          </string-name>
          .
          <year>2008</year>
          .
          <article-title>The rhetoric of video games</article-title>
          .
          <source>In The Ecology of Games: Connecting Youth</source>
          , Games and Learning, K. Salen, Ed.,
          <source>The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning</source>
          . The MIT Press, Cambridge, MA.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>