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The Test Gamifying Game Development Scrum Hero

GSummit SF 2014 - Scrum Hero: The Gamification of Scrum by Todd Deery

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The Test

Gamifying Game Development

Scrum Hero

The addition of game mechanics

onto the standard daily scrum.

What is Scrum Hero?

• Development methodology popular in software and game development

• Short, daily meetings

• Work is broken up into manageable, identifiable task

• Some kind of visual or digital board to track progress

• Has a Scrum Master = Game Master• Scrum is not a game, it's a tool

Scrum Hero Version 1

• Tickets are awarded for every 2 hours of work & arriving on time

• Is full fantasy-based role playing game• Characters & weapons leveled up

• Goal is to improve productivity & morale

• Number of hours worked

Measure Productivity Measure Effect On Morale & Culture

• Number of tasks completed

• Surveys

• Anecdotal evidence

The Test

• How were we going to measure it?

Used Scrum Hero Used Scrum No Dev Method

Grapple

Intrepid

Total Hours Worked (Average)

Post Scrum Hero SurveyPost Scrum & Scrum Hero Survey

Scrum Vs. Scrum Hero Productivity

Average # of Task Completed

Confounding Variables

• Task Definition• Variable Methods for Inputting Data• Scrum vs. Scrum Hero Variability• Gamemaster Motivation

• “I don’t even care about Scrum without the Pokemon.”• “Pokescrum was what really caused our team dynamic

to develop and to establish better relationships amongst team members. We would not have nearly as tight-knit a team without it.”

• “Pokescrum is awesome.”

Survey Quotes

• “Unfortunately, no one takes daily scrum seriously.”

• “I’m too hardcore a gamer to take something treated with so little respect seriously. Ours had few rules, low organization and no real incentive.”

• Productivity Improved

• Morale Improved

Success depended on the motivation and effort of

the Game Master!

The Takeaways

1. Goals, Then Game

• Those goals become messages & gameplay

• Ian Bogost’s Persuasive Games• Procedural rhetoric

• Know what you want to measure and why

• Involve players in creation of game

• Survey them • Killers• Achievers• Socializers• Explorers

• Give them meaningful choice• Paper or pixels?

Mastery

Control

Usability

Contemplative

Sensory

AestheticsShort-term

Long-term Campaigns

Interactions

BalanceStrategy

Tactics

Meaningful choices

Rewards

Interest

Motivation

• Ensure goals are being met• Deal with emergent gameplay

• Prevent griefing• Track data consistently

Game Cut

More GAME

Less Ification

Todd DeeryEmail: [email protected]

Twitter: @fieaWeb site: www.scrumhero.co