Software Ecosystems are comprised of a technology platform, business models, internal and external developers, and engaging users. The popularity of smartphones brought along the mobile software ecosystems, such as iOS and Android, which are composed of a platform, a community of users and developers, mobile applications, and online application store, and evangelists that often promote the ecosystem. Given the recent nature of the topic, this paper aims to revisit the state-of-the-art through a systematic literature mapping. We found 63 publications on the topic of mobile software ecosystems that were categorized by year (almost 50% of the publications are from 2015 and on), by author (a few collaboration clusters were identified), and by the mobile ecosystems characteristics (most publications discuss business or technical aspects) and elements (applications and the platform are the most discussed topics followed by the developers and the users). Our results provide an up-to-date map of the topic for those interested in mobile software ecosystems.
Mobile software ecosystem (MSECO) is a new software development paradigm for mobile technologies, having three main dimensions, namely: Technical, Business and Social. The literature has a considerable number of studies on technical and business dimensions, but only a few studies focus on the social aspects of MSECOs. However, the literature has enough to provide evidence that the actors involved, such as developers, are crucial to an MSECO. This study aims to complement earlies studies by describing new social factors that influence developers to work in a MSECO. We conducted a systematic literature review in order to identify these new factors, and a field study in which 20 developers were interviewed to understand how these factors can influence them to join or keep participating in a MSECO. We found that developer become more rigorous to continue participating then to adopt a MSECO.
Teaching Software Engineering is not a trivial duty since several pedagogical strategies can be used and sometimes the impact of these on students is uncertain. Hackathons are similar to marathons, however used to produce solutions to solve a specific problem in a short period of time and based on intense collaboration. Educational hackathons aim to promote learning in such an environment. The Undergraduate computing programs of PUCRS decided to use a hackathon as a pedagogical strategy aiming to motivate the students to practice the adoption of software development practices and to work in groups as a means to practice the development of social skills. Therefore, we conducted a case study to investigate: 1) The motivations to students to attend or not attend an educational hackathon, 2) The students perceptions about this hackathon, 3) The Software Engineering practices adopted by students. In this study, we identified factors that may affect students motivation to participate (e.g., improve the teamwork skills), some students expectations about the hackathon (e.g., work in teams), and the practices adopted by the students (e.g., pair programming). Some of our findings include that students enjoy participating in an informal educational environment (e.g., hackathons) to improve their technical skills and to build network with some colleagues. This study can provide insights to teachers that wants to organize some activity than traditional teaching and the students perspective about this kind of strategy.
Mobile Software Ecosystem (MSECO) is the kind of ecosystem in which developers build applications to attend the users of mobile technologies (e.g., Android and iOS). In an MSECO, the developers are responsible for the creation of new software solutions, and this drives the ecosystem profits. Therefore, we aimed to identify which business factors are considered important to developers and how they affect them to participate in an MSECO. To do so, we conducted: i) a Systematic Mapping Study to reach the MSECO studies regarding developers' motivation; and ii) a Field Study to verify the findings based on interviews with 20 developers of mobile technologies. As a result, we found 12 business factors (e.g., Market Opportunities, Distribution Channels) that affect developers to adopt and participate in an MSECO, as well as some opinions about each factor. As an output, we aim to support developers regarding which factors may become important to them through the opinion of these business factors by other developers. CCS CONCEPTS• Software and its engineering → Ubiquitous and mobile computing; Empirical studies in ubiquitous and mobile computing.
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