In this work, we have analysed the use of an approach to apply game design theory in the software development process. This approach has the primary goal of transforming software development with Scrum into a more engaging and fun task, such as a game. For this, mapping of game mechanics to software development concepts were performed. In addition to the approach, a prototype of a task management tool that incorporates game design elements was developed. The proposed tool includes elements such as immediate feedback, class inference, and presentation of player achievements and profiles. To evaluate the proposed tool, a case study was carried out to analyse the positive and negative effects of the application of gamification in the daily development of four development teams involving 19 developers in a real company. The metrics collected from the code base and task registry did not strongly evidence the effects of gamification, but the perception and opinion of the study's participating developers pointed to direct benefits in daily development. In addition to the majority of developers not noticing negative impacts on the application of gamification in the development process, the applied questionnaires reported an improvement in planning and organisation, greater engagement in the accomplishment of tasks, and better elaboration of iteration schedules, resulting in the desire of the software developers to continue with the application of gamification in their work contexts. As future work, we intend to carry out a similar study with a longer duration. With a longer duration, this study should assist in identifying the effects of gamification based on calculations of code metrics, which will generate more robust results for the conclusions on RQs raised, since in the interval used in the study presented here was not possible to draw conclusions based on a statistic support. In addition, the inclusion of other aspects of development that include other phases and professionals of the software process from designers to help desk, or geographically distributed teams, can highlight issues, effects, and challenges not identified in this research. Regarding the theoretical aspects of the work, we have not identified a classification of gamification techniques, like a catalogue that detail context to be used, advantages, disadvantages, and rationale related to the technique. This is a interesting work that could direct new researches in this theme.