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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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Proceedings ArticleDOI

Design Constraints in Game Design Case: Survival Mode Game Jam 2016

TL;DR: In this article, the authors present the findings of an interview study of game developers participating to a constrained game development event, Survival Mode 2016 game jam, organized in Finnish Lapland as the northernmost jamming site of Global Game Jam (GGJ) 2016.
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On the Expanding Ludosphere

TL;DR: In this paper, the authors argue for an alternative way to approach the multidisciplinarity of research into games, taking Klabbers' call for a coherent game science as a starting point.
Proceedings ArticleDOI

Engaging Women’s Participation in Hackathons: A Qualitative Study with Participants of a Female-focused Hackathon

TL;DR: This qualitative study interviewed participants of a female-focused hackathon to understand better why women are not so interested in this type of event and understand the main problems concerning gender in hackathons.
Book ChapterDOI

The Game Jam as a Format for Formal Applied Game Design and Development Education

TL;DR: The design and results of an applied game jam integrated in a game design and development curriculum, which took place February 2016 at HKU University of the Arts Utrecht in the Netherlands, are introduced.
Proceedings ArticleDOI

Brain jam: STEAM learning through neuroscience-themed game development

TL;DR: Preliminary findings appear to support the effectiveness of this transdisciplinary, interactive, and problem-centered approach, suggesting that "folding together" game design and neuroscience was effective in supporting deeper thinking and understanding, and increased student interest in both disciplines.
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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