
doi: 10.15439/2019f284
In this paper, we report on a replication of the study by Przybylek & Kotecka [2017]. The aim of our study was to revise the work practices related to Sprint Retrospectives in Bluebay Polska Sp. z.o.o. by adopting collaborative games. The feedback received from two Scrum teams confirms the findings from the original study and indicates that collaborative games improve participants’ creativity, involvement, and communication as well as produce better results than the standard retrospective.
Electronic computers. Computer science, Information technology, QA75.5-76.95, T58.5-58.64
Electronic computers. Computer science, Information technology, QA75.5-76.95, T58.5-58.64
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 7 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
