@proceedings {1918,
	title = {Using Gamification to Orient and Motivate Students to Contribute to OSS Projects},
	year = {2017},
	month = {05/2017},
	pages = {36-42},
	abstract = {Students can benefit from contributing to Open Source Software (OSS), since they can enrich their portfolio and learn with real world projects. However, sometimes students are demotivated to contribute due to entrance barriers. On the other hand, gamification is widely used to engage and motivate people to accomplish tasks and improve their performance. The goal of this work is to analyze the use of gamification to orient and motivate undergraduate students to overcome onboarding barriers and engage to OSS projects. To achieve this goal, we implemented four gaming elements (Quests, Points, Ranking, and Levels) in GitLab and assessed the environment by means of a study conducted with 17 students within a real OSS project (JabRed). At the end of the study, the students evaluated their experience through a questionnaire. We found that the Quest element helped to guide participants and keep them motivated and points helped by providing feedback on students{\textquoteright} performed tasks. We conclude that the gamified environment oriented the students in an attempt to make a contribution and that gamification can motivate and orient newcomers{\textquoteright} to engage to OSS projects. },
	keywords = {engagement, gamification, MOTIVATION, newcomers, students},
	author = {Guilherme C. Diniz and Marco A. Graciotto Silva and Marco Gerosa and Steinmacher, Igor}
}
@article {495,
	title = {Towards an understanding of FLOSS: Infrastructures, Materiality and the Digital Business Ecosystem},
	journal = {Science Studies},
	number = {2},
	year = {2007},
	abstract = {In this paper we present empirical work detailing the engagement practices of a large FLOSS project, the Digital Business Ecosystem (DBE). In common with many other FLOSS projects, the DBE project focused on the development of infrastructural software components. Infrastructures and FLOSS software exhibit multiplicity: as objects they both change and stay the same. Whilst the implications of multiplicity with respect to infrastructure have been well-documented, with respect to FLOSS, they remain under-explored. Through examining how the DBE engaged new participants we were able to explore the nature of the FLOSS software object by asking the implied question: engagement with what? We draw on recent analysis by Law and Singleton to show how the innovative yet non-existent potentiality of the DBE was as significant to engagement as its steadily growing codebase. We argue that acknowledging the materiality and immateriality of the FLOSS software object has important consequences for management of, and engagement with, FLOSS projects.},
	keywords = {engagement, FLOSS, infrastructures, INNOVATION, materiality},
	attachments = {https://flosshub.org/sites/flosshub.org/files/Darking_Whitley.pdf},
	author = {Mary Darking and Edgar A Whitley}
}
