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Defining Game Jam.

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TLDR
An analysis of game jam descriptions and definitions in academic papers from 2006 to 2014 is presented and an advanced definition of game jams is proposed as a basis for future academic discussions and collaborations.
Abstract
In this paper, an analysis of game jam descriptions and definitions in academic papers is presented. A total of 20 papers from various publication venues from 2006 to 2014 are analyzed in terms of their conceptualizations of a “game jam”. The background of the papers and their contribution to game jam research are also critically examined. A further explication, “an advanced definition”, is proposed as a basis for future academic discussions and collaborations. The advanced definition sums up game jams as: accelerated, constrained and opportunistic game creation events with public exposure.

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Book ChapterDOI

The JamToday Network: The European Learning Hub for Applied-Games for Learning Environments

TL;DR: Early results of the first European applied game-jam network called JamToday, set-up in 2014, and very concrete and practical tools and methodologies developed by the JamToday Network to support game-design approaches for learning environments from design to transfer and evaluation are presented.
Journal ArticleDOI

Materializing the abstract: Understanding AI by game jamming

Jeanette Falk, +1 more
TL;DR: It is argued that game jam formats are uniquely suited to engage participants in learning about artificial intelligence (AI) as a design material because of four factors which are characteristic of game jams: 1) Game jams provide an opportunity for hands-on, interactive prototyping, 2)Game jams encourage playful participation, 3) game jams encourage creative combinations of AI and game development, and 4) game jam offer understandable goals and evaluation metrics for AI.
Journal ArticleDOI

Game Jams: novos lugares educativos? ,

TL;DR: In this paper , a revisão da literatura, that integra estudos acerca das relações entre game jams and education, is presented.
Book ChapterDOI

Using Board Games as a Method for Improving Awareness and Empathy in Inclusive Design: PUDCAD Game Case Study

TL;DR: The PUDCAD (Practicing Universal Design Principles in Design Education through a CAD-Based Game) project as discussed by the authors aims to increase awareness and empathy of design students about design problems regarding people with disabilities.
References
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Journal ArticleDOI

Game jams: Community, motivations, and learning among jammers

TL;DR: An analytical comparison of game jam participation to academic performance is concluded – concluding that there is indeed a correlation between engaging in community-driven game design and development events such as game jams and academic success in first and second year courses.
Proceedings ArticleDOI

Synthesized essence: what game jams teach about prototyping of new software products

TL;DR: The concept of game jam, a community design/development activity, and its positive effects on new software product development with tight schedules in time-oriented, competitive environments are evaluated.
Proceedings ArticleDOI

Playful Game Jams: Guidelines for Designed Outcomes

TL;DR: Reflecting on the experiences as facilitators and participants of jams in indie, industry, and academic contexts, a set of guidelines for game jams to facilitate ludic craft in its playful and gameful forms is derived.
Proceedings ArticleDOI

That cloud game: dreaming (and doing) innovative game design

TL;DR: The application of a methodology for game genre and player experience innovation called "play-centric design" is described, shown in context as the primary design methodology for an experimental play project, Cloud, created by students from the USC School of Cinema-Television's Interactive Media Division.
Proceedings Article

The Motivational Power of Game Communities - Engaged through Game Jamming

TL;DR: In this article, the authors present the results of two surveys conducted just before and after the event as well as observations during the game jam, showing that the main motivational factors among participants were to develop games and to meet new people.
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