CHIME: a metadata-based distributed software development environment
ESEC/FSE-7 Proceedings of the 7th European software engineering conference held jointly with the 7th ACM SIGSOFT international symposium on Foundations of software engineering
The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
The Psychology of the Internet
The Psychology of the Internet
A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments
International Journal of Human-Computer Studies - Special issue on HCI and MIS
SimSE: an educational simulation game for teaching the Software engineering process
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
Communications of the ACM - The Blogosphere
An experimental card game for teaching software engineering processes
Journal of Systems and Software - Special issue: Software engineering education and training
Distinguishing addiction and high engagement in the context of online game playing
Computers in Human Behavior
Collaboration in Software Engineering: A Roadmap
FOSE '07 2007 Future of Software Engineering
Software Hut: A Computer Program Engineering Project in the Form of a Game
IEEE Transactions on Software Engineering
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Understanding Online Game Addiction: Connection between Presence and Flow
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
TextSL: a command-based virtual world interface for the visually impaired
Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Secret ninja testing with HALO software engineering
Proceedings of the 4th international workshop on Social software engineering
Understanding gamification mechanisms for software development
Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering
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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.