skip to main content
research-article

Developing and validating a scale for motivation in participating in time-bounded collaborative events

Published: 25 June 2024 Publication History

Highlights

Time-bounded collaborative events bring together participants from different backgrounds to address a problem by creating a computational artifact over a short period (e.g., one or two days).
Time-bounded collaborative events include hackathons, game jams, codefests, ideathons, data-thons, etc.
Participants in time-bounded collaborative events have different motivations.
A validated measure of motivation that addresses the participants’ willingness to attend a time-bounded collaborative event is presented.
Our measure is composed of a set of 20 questions grouped to measure different motivations: Technical, personal Curiosity, personal Ideation, social Teamwork, and business Connections.

Abstract

Time-bounded collaborative events bring together participants from different backgrounds to address a problem by creating a computational artifact over a short period of time (e.g., one or two days). Examples of these events include hackathons, game jams, codefests, ideathons, etc. Time-bounded events present minimal restrictions for participation, with hundreds of people attending an increasing number of events each year. There are different reasons why people decide to participate in time-bounded collaborative events. While several studies focused on studying the motivations to participate in these events, there is no consensus on how to measure this motivation. This paper aims to develop and validate a measure of motivation that addresses the participants’ willingness to attend a time-bounded collaborative event. The construction process of our scale used quantitative and qualitative analysis techniques. Our model of motivation is composed of a set of 20 questions that are grouped into five sub-constructs that measure different motivations: Technical, Personal Curiosity, Personal Ideation, Social Teamwork, and Business Connections. Our results show that our measure has internal reliability and convergent and discriminant validity. Our findings contribute to a broader understanding of the motivations for participating in time-bounded collaborative events and provide some implications for the research and practice of such events.

References

[1]
A. Arya, J. Chastine, J. Preston, A. Fowler, An international study on learning and process choices in the global game jam, Int. J. Game-Based Learn 3 (2013) 27–46,.
[2]
M. Balestra, L. Zalmanson, C. Cheshire, O. Arazy, O. Nov, It was fun, but did it last?: the dynamic interplay between fun motives and contributors’ activity in peer production, Proc. ACM Hum. Comput. Interact 1 (2017) 1–13,.
[3]
V. Bellotti, A. Ambard, D. Turner, C. Gossmann, K. Demkova, J.M. Carroll, A muddle of models of motivation for using peer-to-peer economy systems, in: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2015, pp. 1085–1094,.
[4]
Cobham, D., Gowen, C., Jacques, K., Laurel, J., Ringham, S., 2017. From appfest to entrepreneurs: Using a hackathon event to seed a university student-led enterprise. pp. 522–529. doi:10.21125/inted.2017.0265.
[5]
K. Charmaz, Constructing grounded theory, 2nd ed., Sage Publications, 2014.
[6]
J.W. Creswell, Research Design: Qualitative, Quantitative, and Mixed Methods Approaches, SAGE Publications, 2009.
[7]
C.R.B. de Souza, F. Figueira Filho, M. Miranda, R.P. Ferreira, C. Treude, L. Singer, The social side of software platform ecosystems, in: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2016, pp. 3204–3214,.
[8]
E.L. Deci, R.M. Ryan, Self-determination theory, International Encyclopedia of the Social & Behavioral Sciences, Elsevier, 2015, pp. 486–491,.
[9]
E.L. Deci, R.M. Ryan, The “What” and “Why” of goal pursuits: human needs and the self-determination of behavior, Psychol. Inq 11 (2000) 227–268,.
[10]
M. Drouhard, A. Tanweer, B. Fiore-Gartland, A typology of hackathon events, Hacking At Time-Bound Events Workshop at Computer Supported Cooperative Work, 2016.
[11]
R. Eberhardt, No one way to jam: game jams for creativity, learning, entertainment, and research, in: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2016, pp. 34–37,.
[12]
C. Ferraz, K. Gama, A case study about gender issues in a game jam, in: Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ACM, New York, NY, USA, 2019, pp. 1–8,.
[13]
A. Filippova, B. Chapman, R.S. Geiger, J.D. Herbsleb, A. Kalyanasundaram, E. Trainer, A. Moser, A. Stoltzfus, Hacking and making at time-bounded events, in: Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, ACM, New York, NY, USA, 2017, pp. 363–370,.
[14]
Flores, M., Golob, M., Maklin, D., Herrera, M., Tucci, C., Al-Ashaab, A., Williams, L., Encinas, A., Martinez, V., Zaki, M., Sosa, L., Pineda, K.F., 2018. How can hackathons accelerate corporate innovation? pp. 167–175. doi:10.1007/978-3-319-99704-9_21.
[15]
C. Fornell, D.F. Larcker, Evaluating structural equation models with unobservable variables and measurement error, J. Marketing Res 18 (1981) 39,.
[16]
A. Fowler, F. Khosmood, A. Arya, The evolution and significance of the Global Game Jam, in: Proc. of the Foundations of Digital Games Conference, 2013.
[17]
(Sherry) A. Fowler, X Ni, J. Preston, The pedagogical potential of game jams, in: Proceedings of the 19th Annual SIG Conference on Information Technology Education, ACM, New York, NY, USA, 2018, pp. 112–116,.
[18]
F.J. Frey, M. Luks, The innovation-driven hackathon, in: Proceedings of the 21st European Conference on Pattern Languages of Programs, ACM, New York, NY, USA, 2016, pp. 1–11,.
[19]
K. Gama, Participants’ motivations in the global service jam, in: International Conference on Game Jams, Hackathons and Game Creation Events 2020, ACM, New York, NY, USA, 2020, pp. 26–29,.
[20]
K. Gama, Crowdsourced software development in civic apps - motivations of civic hackathons participants, in: Proceedings of the 19th International Conference on Enterprise Information Systems. SCITEPRESS - Science and Technology Publications, 2017, pp. 550–555,.
[21]
W. Goddard, R. Byrne, F Mueller, Playful game jams, in: Proceedings of the 2014 Conference on Interactive Entertainment, ACM, New York, NY, USA, 2014, pp. 1–10,.
[22]
F. Guay, R.J. Vallerand, C. Blanchard, On the assessment of situational intrinsic and extrinsic motivation: the situational motivation scale (SIMS), Motiv Emot 24 (2000) 175–213,.
[23]
J.F. Hair, W.C. Black, B.J. Babin, R.E. Anderson, Multivariate Data Analysis, Always learning, Pearson Education Limited, 2013.
[24]
J.F. Hair, M.C. Howard, C. Nitzl, Assessing measurement model quality in PLS-SEM using confirmatory composite analysis, J. Bus. Res 109 (2020) 101–110,.
[25]
Y. Hou, D. Wang, Hacking with NPOs: collaborative analytics and broker roles in civic data hackathons, Proc. ACM Hum. Comput. Interact 1 (2017) 1–16.
[26]
A. Izvalov, S. Nedilko, V. Nedilko, Global game jam as IT-community development boost, in: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2016, pp. 46–49,.
[27]
V. Kankainen, A. Kultima, M. Meriläinen, Motivations of game jam organizers: the case of finnish game jam community, in: Proceedings of the 14th International Conference on the Foundations of Digital Games, ACM, New York, NY, USA, 2019, pp. 1–8,.
[28]
N. Kaufmann, T. Schulze, D. Veit, More than fun and money. Worker motivation in Crowdsourcing-A study on mechanical turk, in: Vallabh Sambamurthy, Mohan Tanniru (Eds.), 17th Americas Conference on Information Systems (AMCIS), Association for Information Systems, Detroit, Michigan, USA, 2011.
[29]
H.W. Kennedy, Game jam as feminist methodology: the affective labors of intervention in the ludic economy, Games Cult 13 (2018) 708–727,.
[30]
M. Kobayashi, S. Arita, T. Itoko, S. Saito, H. Takagi, Motivating multi-generational crowd workers in social-purpose work, in: Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, ACM, New York, NY, USA, 2015, pp. 1813–1824,.
[31]
S. Koch, M. Kerschbaum, Joining a smartphone ecosystem: application developers’ motivations and decision criteria, Inf Softw Technol 56 (2014) 1423–1435,.
[32]
M. Komssi, D. Pichlis, M. Raatikainen, K. Kindstrom, J. Jarvinen, What are Hackathons for?, IEEE Softw 32 (2015) 60–67,.
[33]
E. Koskinen, Pizza and coffee make a game jam - learnings from organizing an online game development event, in: Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2021, pp. 74–77,.
[34]
A. Kultima, Superjammers: motivations and experiences of exceptional game jammers in Finland, in: Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ACM, New York, NY, USA, 2019, pp. 1–7,.
[35]
A. Kultima, Defining game jam, in: 10th International Conference on the Foundations of Digital Games. Pacific Grove, CA, USA, 2015.
[36]
G. Lai, A. Kultima, F. Khosmood, J. Pirker, A. Fowler, I. Vecchi, W. Latham, F. Fol Leymarie, Two decades of game jams, in: Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2021, pp. 1–11,.
[37]
E. Law, M. Yin, J. Goh, K. Chen, M.A. Terry, K.Z. Gajos, Curiosity killed the cat, but makes crowdwork better, in: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2016, pp. 4098–4110,.
[38]
E. Law, M. Yin, J. Goh, K. Chen, M.A. Terry, K.Z. Gajos, Curiosity killed the cat, but makes crowdwork better, in: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2016, pp. 4098–4110,.
[39]
R. Locke, L. Parker, D. Galloway, R. Sloan, The game jam movement: disruption, performance and artwork, in: Workshop on Game Jams, Hackathons and Game Creation Events (Co-Located with FDG-2015). Pacific Grove, USA, 2015.
[40]
S. Lokuge, D. Sedera, V. Grover, X. Dongming, Organizational readiness for digital innovation: development and empirical calibration of a construct, Inform. Manag 56 (2019) 445–461,.
[41]
MacKenzie, Podsakoff, Podsakoff, Construct measurement and validation procedures in mis and behavioral research: integrating new and existing techniques, MIS Quarterly 35 (2011) 293,.
[42]
Medina Angarita, M.A., Nolte, A., 2020. What do we know about Hackathon outcomes and how to support them? – a systematic literature review. pp. 50–64. doi:10.1007/978-3-030-58157-2_4.
[43]
L. Melo, A. de, C. de Souza, M. Perin, F. Figueira Filho, A. Batista, F. da Silva Jr., Taking the challenge: an exploratory study on what motivates jammers to participate in game jams, in: Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2021, pp. 37–46,.
[44]
L. Melo, A. de, C. de souza, M. Perin, A. Batista, F. Figueira Filho, All For One and One For All: Investigating How Global Game Jam Participants Get and Offer Help, ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (ESEM), New Orleans, LA, USA, 2023,.
[45]
M. Meriläinen, First-timer learning experiences in global game jam, Int. J. Game-Based Learn 9 (2019) 30–41,.
[46]
S. Möller, E. Afgan, M. Banck, R.J. Bonnal, T. Booth, J. Chilton, P.J. Cock, M. Gumbel, N. Harris, R. Holland, M. Kalaš, L. Kaján, E. Kibukawa, D.R. Powel, P. Prins, J. Quinn, O. Sallou, F. Strozzi, T. Seemann, C. Sloggett, S. Soiland-Reyes, W. Spooner, S. Steinbiss, A. Tille, A.J. Travis, R.V. Guimera, T. Katayama, B.A. Chapman, Community-driven development for computational biology at Sprints, Hackathons and Codefests, BMC Bioinformatics 15 (2014) S7,.
[47]
J. Musil, A. Schweda, D. Winkler, S. Biffl, Synthesized essence: what game jams teach about prototyping of new software products, in: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 2, ACM, New York, NY, USA, 2010, pp. 183–186,.
[48]
K.D. Myerscough, R. Eberhardt, M. Jakobsson, C. Lo, Jamming for allies: finding a formula for inclusive design exploration collaborations, in: Proceedings of the Second International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2017, pp. 26–32,.
[49]
A. Nandi, M. Mandernach, Hackathons as an informal learning platform, in: Proceedings of the 47th ACM Technical Symposium on Computing Science Education, ACM, New York, NY, USA, 2016, pp. 346–351,.
[50]
A. Nandi, M. Mandernach, Hackathons as an informal learning platform, in: Proceedings of the 47th ACM Technical Symposium on Computing Science Education, ACM, New York, NY, USA, 2016, pp. 346–351,.
[51]
Nolte, A., Pe-Than, E.P.P., Affia, A.-A.O., Chaihirunkarn, C., Filippova, A., Kalyanasundaram, A., Angarita, M.A.M., Trainer, E.H., Herbsleb, J.D., 2020. How to organize a hackathon - a planning kit. CoRR abs/2008.08025.
[52]
L. Paganini, K. Gama, Engaging women's participation in hackathons: a qualitative study with participants of a female-focused Hackathon, in: International Conference on Game Jams, Hackathons and Game Creation Events 2020, ACM, New York, NY, USA, 2020, pp. 8–15,.
[53]
L. Paganini, C Ferraz, K. Gama, C. Alves, Promoting Game Jams and Hackathons as more Women-Inclusive Environments for Informal Learning, IEEE Frontiers in Education Conference (FIE), Lincoln, NE, USA, 2021,.
[54]
L. Paganini, K. Gama, A. Nolte, A. Serebrenik, Opportunities and constraints of women-focused online hackathons, in: 2023 IEEE/ACM 4th Workshop on Gender Equity, Diversity, and Inclusion in Software Engineering (GEICSE), IEEE, 2023, pp. 33–40,.
[55]
E.P.P. Pe-Than, J. Herbsleb, A. Nolte, E. Gerber, B. Fiore-Gartland, B. Chapman, A. Moser, N. Wilkins-Diehr, The 2 nd workshop on hacking and making at time-bounded events, in: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2018, pp. 1–8,.
[56]
E.P.P. Pe-Than, A. Nolte, A. Filippova, C. Bird, S. Scallen, J.D. Herbsleb, Designing corporate hackathons with a purpose: the future of software development, IEEE Softw 36 (2019) 15–22,.
[57]
A. Petri, C. Schindler, W. Slany, B. Spieler, J. Smith, Pocket game jams: a constructionist approach at schools, in: Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, ACM, New York, NY, USA, 2015, pp. 1207–1211,.
[58]
J. Pirker, A. Kultima, C. Gütl, The value of game prototyping projects for students and industry, in: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2016, pp. 54–57,.
[59]
J. Pirker, I. Lesjak, A. Punz, A. Drachen, Social aspects of the game development process in the global gam jam, in: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2018, pp. 9–16,.
[60]
J. Pirker, K. Voll, Group forming processes-experiences and best practice from different game jams, in: Workshops on Game Jams, Hackathons, and Game Creation Events at FDG. Pacific Grove, CA, USA, 2015.
[61]
J.A. Preston, J. Chastine, C. O'Donnell, T. Tseng, B. MacIntyre, Game jams: community, motivations, and learning among Jammers, Int. J. Game-Based Learn 2 (2012) 51–70,.
[62]
L. Reng, H. Schoenau-Fog, L.B. Kofoed, The motivational power of game communities - engaged through game jamming, in: Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games, Foundations of Digital Games Conference Proceedings, 2013.
[63]
R.M. Ryan, Control and information in the intrapersonal sphere: an extension of cognitive evaluation theory, J Pers Soc Psychol 43 (1982) 450–461,.
[64]
R.M. Ryan, E.L. Deci, Overview of Self-Determination theory: An organismic-Dialectical perspective., in: Handbook of Self-Determination Research, University of Rochester Press, Rochester, NY, US, 2002, pp. 3–33.
[65]
R.M. Ryan, E.L. Deci, Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being, Amer. Psychol 55 (2000) 68–78,.
[66]
M. Sarstedt, J.F. Hair, J.H. Cheah, J.M. Becker, C.M. Ringle, How to specify, estimate, and validate higher-order constructs in PLS-SEM, Australas. Mark. J. 27 (2019) 197–211,.
[67]
B. Semaan, H. Faucett, S. Robertson, M. Maruyama, S. Douglas, Navigating imagined audiences: motivations for participating in the online public sphere, in: Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, ACM, New York, NY, USA, 2015, pp. 1158–1169,.
[68]
B. Semaan, H. Faucett, S. Robertson, M. Maruyama, S. Douglas, Navigating imagined audiences: motivations for participating in the online public sphere, in: Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, ACM, New York, NY, USA, 2015, pp. 1158–1169,.
[69]
J.O. Silva, I. Wiese, D.M. German, C. Treude, M.A. Gerosa, I. Steinmacher, Google summer of code: student motivations and contributions, Journal of Systems and Software 162 (2020),.
[70]
P.A. Smith, C. Bowers, Improving social skills through game jam participation, in: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2016, pp. 8–14,.
[71]
T. Steinke, M. Linsenbard, E. Fiske, F. Khosmood, Understanding a community: observations from the global game jam survey data, in: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2016, pp. 15–21,.
[72]
Y.R. Tausczik, J.W. Pennebaker, Participation in an online mathematics community: differentiating motivations to add, in: Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work, ACM, New York, NY, USA, 2012, pp. 207–216,.
[73]
E.H. Trainer, C. Chaihirunkarn, A. Kalyanasundaram, J.D. Herbsleb, Community code engagements: summer of code & hackathons for community building in scientific software, in: Proceedings of the 18th International Conference on Supporting Group Work, ACM, New York, NY, USA, 2014, pp. 111–121,.
[74]
E.H. Trainer, A. Kalyanasundaram, C. Chaihirunkarn, J.D. Herbsleb, How to hackathon: socio-technical tradeoffs in brief, intensive collocation, in: Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing, ACM, New York, NY, USA, 2016, pp. 1118–1130,.
[75]
M.A. Tremblay, C.M. Blanchard, S. Taylor, L.G. Pelletier, M. Villeneuve, Work extrinsic and intrinsic motivation scale: its value for organizational psychology research, Can J Behav Sci 41 (2009) 213–226,.
[76]
T. Turner, j. aka, L. Thomas, C. Owen, Living the indie life: mapping creative teams in a 48-hour game jam and playing with data, in: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, ACM, New York, NY, USA, 2013, pp. 1–10,.
[77]
G. Valenca, N. Lacerda, C.R.B. de Souza, K. Gama, A systematic mapping study on the organisation of corporate hackathons, in: 2020 46th Euromicro Conference on Software Engineering and Advanced Applications (SEAA), IEEE, 2020, pp. 421–428,.
[78]
R.J. Vallerand, Toward a hierarchical model of intrinsic and extrinsic motivation, in: M.P. Zanna (Ed.), Advances in Experimental Social Psychology, Academic Press, 1997, pp. 271–360,.
[79]
J. Warner, P.J. Guo, Hack.edu: examining how college hackathons are perceived by student attendees and non-attendees, in: Proceedings of the 2017 ACM Conference on International Computing Education Research, ACM, New York, NY, USA, 2017, pp. 254–262,.
[80]
N. Wearn, B. McDonald, Ethos of location and its implication to the motivators of global games jam participants, in: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, ACM, New York, NY, USA, 2016, pp. 58–61,.
[81]
E. Wenger, Communities of practice : learning, meaning, and Identity, Cambridge University Press, 1998,.
[82]
J. White, I. Piumarta, R. Yamanishi, S. Jacobs, D. Simkins, Communication beyond languages realized by international game jams, in: Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ACM, New York, NY, USA, 2019, pp. 1–6,.
[83]
S. Zheng, M.B. Rosson, P.C. Shih, J.M. Carroll, Understanding student motivation, behaviors and perceptions in MOOCs, in: Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, ACM, New York, NY, USA, 2015, pp. 1882–1895,.

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image International Journal of Human-Computer Studies
International Journal of Human-Computer Studies  Volume 185, Issue C
May 2024
208 pages

Publisher

Academic Press, Inc.

United States

Publication History

Published: 25 June 2024

Author Tags

  1. Time-bounded collaborative events
  2. Motivation
  3. Measurement
  4. Game jams
  5. GGJ

Qualifiers

  • Research-article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 0
    Total Downloads
  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 24 Oct 2024

Other Metrics

Citations

View Options

View options

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media