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- Gamification of Software Testing: Part 2
Gamification of Software Testing: Part 2
Explore gamification in Agile development, from planning poker and retrospectives to recruitment, onboarding, competitions, buggy apps, and pitfalls to avoid.
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Gamification applies game elements such as points, levels and friendly competition to work that is not a game, so routine tasks hold people's attention for longer and teams stay engaged.
Part 1 of gamification in software testing covered the basics, the benefits, how to build a gamification strategy and ideas for recognizing testers. This second part applies the same thinking to Agile ceremonies, hiring testers and onboarding them.
TL;DR
- Planning Poker turns Agile effort estimation into a card game where everyone reveals an estimate at once and discusses the outliers.
- The Sailboat retrospective maps what helps, blocks, threatens and motivates a team onto winds, anchors, reefs and an island.
- Hiring hackathons, bug hunts and intentionally buggy apps reveal a tester's real skill better than questions about testing definitions.
- Scavenger hunts, quiz games and learning paths with badges make onboarding and training new testers more engaging.
- Points, badges and leaderboards alone cannot make dull work meaningful, so gamification needs team buy-in and a clear goal.
How Can Testers Gamify Agile Activities?
To add value to their Agile teams, testers have to take on more responsibilities today. In addition to testing, testers can act as scrum masters or process improvisers to maximize the value delivered by the team.
Here are some ideas of how testers can gamify some Agile activities.
Idea 1: Effort Estimation With Planning Poker
Effort estimation is one of the trickiest aspects of software development. Planning poker is a card game that makes software estimation simple and collaborative. Planning Poker uses a consensus-based estimation technique invented by James Grenning (founder of Wingman Software and a signatory of the Agile Manifesto) in 2002. Mike Cohn (founder of Mountain Goat Software and an expert in Agile development) then popularized it.

Rules:
Planning Poker is a game for estimating the story points for backlog items. The game is called “Poker” since everyone uses card sets similar to playing cards. Card decks use a modified Fibonacci sequence: 0, 1, 2, 3, 5, 8, 13, 20, 40, and 100 or sometimes T-shirt sizes (XS, S, M, L, XL, XXL). These values represent each person’s estimation of the story points.
Many planning poker decks also include three special cards:
- Infinity (∞): Too big to estimate.
- Question mark (?): I don’t understand the item and have questions for the Product Owner.
- Coffee cup: I need a break.
How to Play?
The estimators are then given poker cards with the number sequence. The story/task/backlog item is then discussed. All the estimators assess the story and reveal their cards at the same time. If all the estimators hand out the same card, that number becomes the consensus. The group can now move on to estimating the next story.
This is not always the case. The estimates of the estimators can differ. If this occurs, the estimators discuss their estimates. Those who hand out the highest or lowest number explain why they chose it and attempt to persuade other estimators to consider their point of view.
After the discussion is finished, everyone will go through their decks and show the cards again. If an estimator continues to agree with their previous choice, they will repeat the card or choose a new one. The process is repeated until the team agrees on a single number.
Whether working remotely or in person, planning poker can be effective. There are tools available for remote teams to play planning poker online. In-person teams can use physical cards for conducting Planning Poker.

Idea 2: Retrospective Games
Retrospectives are opportunities for the team to continuously inspect, adapt and improve. For retrospectives to be effective, everyone on the team must participate actively.
It can be challenging to get everyone to speak up at retros. A few people tend to dominate, while others don’t speak up at all.
Furthermore, retrospectives lack creativity, which makes them very dull. As a tester, you can conduct retrospective games to help you get the best out of your retrospectives.
Let’s take a look at a fun retro game called Sailboat. It adapts Speed Boat, one of the collaborative games Luke Hohmann introduced in his 2006 book Innovation Games.

- Sailboat is used as a metaphor for the team in this retrospective technique.
- The winds are the things that are propelling the team forward (positives).
- The anchors represent the impediments holding the team back (negatives).
- The reefs represent the risks that can prevent teams from reaching their goals.
- The island represents the goals or objectives the team aspires to achieve.
How to Play?
Let’s see how to play the Sailboat game:
- Draw a sailboat scene on a whiteboard, as shown in the image. Invite your team members to help during the process and have fun.
- Describe the sailboat concept to your team, explaining the various elements.
- Let participants brainstorm winds, anchors, reefs, and the island. Ask them to write it down on a sticky note. One idea per note. Each participant should have at least one anchor, wind, reef, and island identified.
- Then, the participants post the stickies in their respective areas and read them aloud.
- Decide what to do. In the end, organize and discuss the notes added by the team.
- Keep doing what works for you.
- Take steps to mitigate identified risks.
- Come up with a plan to remove impediments holding the team back.
Teams working in person, as well as remotely, will find this helpful activity. You can also experiment with other retrospective games. Funretrospectives features fantastic ideas for engaging Agile retrospectives.
Note: Run your bug hunts and hiring challenges on 10,000+ real Android and iOS devices. Try TestMu AI Today!
How Can You Gamify Tester Recruitment?
Organizations today strive to attract top talent and keep potential candidates in their talent pool by providing a superior candidate experience. Gamification can enhance the candidate experience.
Let’s take a look at some ideas.
Idea 1: Conduct Competitions and Challenges to Attract Top Talent

To attract and hire the best talent, several organizations conduct events like hiring hackathons, coding challenges, bug hunts, etc. There are also big rewards associated with such challenges.
Organizing these events can significantly aid you and your team in identifying the best talent in the market. The competitive aspect and rewards make it appealing for the candidates to participate in challenges. Taking part in such events can help candidates land their dream jobs. It’s a win-win situation for both organizations and job seekers.
Idea 2: Create Intentionally Buggy Apps for Interviews
Testers should be asked to test as part of an interview instead of asking for definitions of testing terms or buzzwords. Definitions do not help evaluate the competency of a tester. It is also possible to replace the screening phase with gamification.
Additionally, it can improve your face-to-face interview. Play a game instead of asking candidates to complete assignments or answer multiple questions to assess their skills and abilities. You need to create a sample application that intentionally introduces bugs and adds game elements, like points, progress bars, counters, coins, etc., to motivate and engage candidates.
For instance, the testing challenge for web testing created by Claudiu Draghia have several challenges for testers. Creating such challenges is a great way to evaluate the competency of testers.

Similarly, Can’t Unsee is a game you can ask your candidates to play to gauge their attention to detail.

Another example is the Google XSS Game, which is developed to practice XSS. The goal of each level is to execute the alert function in JavaScript through an XSS vulnerability.

Use similar applications to evaluate exploratory testing, security testing, automation, etc., by adding some elements of gamification. Here are some demo websites that will give you some food for thought.
How Do You Gamify Onboarding and Training?
Incorporate gamification into training and onboarding testers. Gamification can be used to make training and onboarding more engaging and interactive.
For instance, you could create a game that helps new testers meet their colleagues and learn the company’s values, processes, practices and tools.

You can also send new testers on a scavenger hunt. Apps such as Scavify let you build journeys of interactive challenges, and testers earn points and move up levels as they complete them.

Training testers in an interactive environment keeps them engaged and improves learning outcomes. Quiz platforms such as Kahoot turn a training session into a live game.

Gamification is an effective way to encourage continuous learning.
- Create some learning paths for your testers and let them choose one that interests them. A learning path consists of tasks, courses, certifications, etc., that testers must complete in a particular order.
- Enable them to track progress and reward them for completing it. Implement internal leaderboards, allocate points and badges, and reward with gift cards, an executive lunch with the CEO or CTO, a shout-out at the town hall or tickets to a testing conference, whatever works best for you.

What Gamification Pitfalls Should You Avoid?
By this time, you have figured out that the common gamification elements are points, badges, and leaderboards (PBLs). Other elements include avatars, leveling, competitions, quests, collaborations, stories, strategy, counters, community, etc.
PBLs are the most popular, but they are not what makes something a game. In her book Reality Is Broken, game designer Jane McGonigal defines a game by four traits: a goal, rules, a feedback system and voluntary participation.

PBLs are only one part of gamification, not its essence. You cannot turn a tedious task into something intriguing by allotting points, adding badges and creating a leaderboard. Gamification should motivate behavior and push people toward their goals.
Gamification isn’t about granting badges or points; it’s about enriching testing activities with game elements. Ultimately, it’s about the sense of engagement and accomplishment associated with doing something meaningful.
- Get the team’s buy-in: Do not force gamification on unreceptive teams.
- Don’t gamify just for the sake of gamification: Recognize the problem that you want to solve before you gamify. Your gamification initiative should align the goals of the testers with those of the organization.
- Take into account both intrinsic and extrinsic motivations: Gamification strategies should balance intrinsic and extrinsic motivations. Extrinsic motivation occurs when the reward motivates the participant. Intrinsic motivation arises from excitement and fun without any reward attached.
In a game, the player plays out of genuine interest. This game would still be attractive without the points, badges, or leaderboards. It is essential that players feel accomplished after completing the gamified activity, even without rewards.
- Keep an eye out for reward obsessions: Players can sometimes become obsessed with rewards (points, badges, leaderboards) rather than the game’s core purpose. In an attempt to top the leaderboard, players engage in undesired behaviors.
- Celebrate participation and achievement: Sometimes, only the best performers feel motivated by gamification. Your goal should be to make everyone feel that participating is worthwhile. Gamification is not about winners or losers; its goal is to motivate and engage team members, not to create a stressful race to win.
Conclusion
Gamification works when it solves a problem your team already has. Start with one ceremony, such as replacing a flat estimation meeting with Planning Poker or running your next retrospective as a Sailboat game, and check whether participation improves before you gamify anything else.
Watch for the downsides as you scale it up: unhealthy competition, reward obsession and rewards that only the top performers ever see.
If you run bug hunts or hiring challenges on a practice app, give every participant the same environment. TestMu AI’s real device cloud gives testers the same real browsers and devices to explore, and the real-time testing guide covers setup in a few minutes.
Author
Prashant Hegde is a software testing and quality engineering leader with 12+ years of experience across QA leadership, exploratory testing, and test automation. As Senior Engineering Manager (QA) at MoEngage, he leads QA teams and drives quality practices for large-scale customer engagement platforms. Prashant has hands-on expertise in exploratory testing, test automation, mind-map–based test design, agile testing, and test coverage optimization. He has authored 50+ articles on software testing, is an international conference speaker, and actively contributes to global testing communities.
Reviewer
Abhishek Mishra is a Technical Product Manager at TestMu AI, where he owns Test Manager, the test management product. He has over 8 years of experience in product management and market analysis. His expertise spans across AI-native software testing, product strategy, and analytics. Previously, Abhishek served as the Product Lead at IndiaClan and co-founded Gartley618 Technologies, where he led innovative projects in quantitative trading and blockchain. He holds a B.Tech degree.
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