Related papers: The TechDebt Game -- Enabling Discussions about Te…
Self-Admitted Technical Debt (SATD) refers to the phenomenon where developers explicitly acknowledge technical debt through comments in the source code. While considerable research has focused on detecting and addressing SATD, its true…
Test-driven development (TDD) is a programming technique in which the tests are written prior to the source code. It is proposed that TDD is one of the most fundamental practices enabling the development of software in an agile and…
MiBoard (Multiplayer Interactive Board Game) is an online, turnbased board game that was developed to assess the integration of game characteristics (point rewards, game-like interaction, and peer feedback) and how that might affect student…
In the process of software evolution, developers often sacrifice the long-term code quality to satisfy the short-term goals due to specific reasons, which is called technical debt. In particular, self-admitted technical debt (SATD) refers…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
When not appropriately managed, technical debt is considered to have negative effects on the long term success of a software project. However, how the debt metaphor applies to requirements engineering in general, and to requirements…
Architectural debt is a form of technical debt that derives from the gap between the architectural design of the system as it "should be" compared to "as it is". We measured architecture debt in two ways: 1) in terms of system-wide coupling…
Dynamic noncooperative game theory is a field of mathematics and economics in which a lot of research is being carried out at present featuring a great number of applications in many different areas of economics and management science like…
Past work has sought to design AI ethics interventions--such as checklists or toolkits--to help practitioners design more ethical AI systems. However, other work demonstrates how these interventions may instead serve to limit critique to…
Self-admitted technical debt (SATD) refers to a form of technical debt in which developers explicitly acknowledge and document the existence of technical shortcuts, workarounds, or temporary solutions within the codebase. Over recent years,…
The development of Machine Learning (ML)- and, more recently, of Deep Learning (DL)-intensive systems requires suitable choices, e.g., in terms of technology, algorithms, and hyper-parameters. Such choices depend on developers' experience,…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
Self-Admitted Technical Debt (SATD) is a form of Technical Debt where developers document the debt using source code comments (SATD-C) or issues (SATD-I). However, it is still unclear the circumstances that drive developers to choose one or…
Background: The "Technical Debt Dataset" (TDD) is a comprehensive dataset on technical debt (TD) in the main branches of more than 30 Java projects. However, some TD items produced by SonarQube are not included for many commits, for…
Self-Admitted Technical Debt (SATD) is a metaphorical concept to describe the self-documented addition of technical debt to a software project in the form of source code comments. SATD can linger in projects and degrade source-code quality,…
Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a…
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or…
A game-theoretic model for the study of dynamic networks is analyzed. The model is motivated by communication networks that are subject to failure of nodes and where the restoration needs resources. The corresponding two-player game is…
Junior indie game developers in distributed, part-time teams lack production frameworks suited to their specific context, as traditional methodologies are often inaccessible. This study introduces the CIGDI (Co-Intelligence Game Development…