Open AccessProceedings Article
Defining Game Jam.
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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.read more
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Proceedings ArticleDOI
Social Aspects of the Game Development Process in the Global Gam Jam
TL;DR: Data from the GGJ website across four years of game jams and their participants are analyzed, and it is suggested that different skill-sets support different forms of social structures and also setups in countries refer to different group sizes and different social structures.
Proceedings ArticleDOI
Radical Jamming: Sketching Radical Design Principles for Game Creation Workshops
TL;DR: This study discusses how facilitators might introduce radical game design values in their events, using thematic, technological, and expressive strategies, to support the development of game expressions beyond the norm.
Proceedings ArticleDOI
Four factors informing design judgement at a hackathon
TL;DR: An explorative, autobiographical case study of a team at a hackathon is presented and in the analysis four factors are identified, which in particular impacted the team's design judgement during the hackathon: 1) The hackathon format, 2) the available tools and materials, 3) the participants' domain knowledge, and 4) the Participants' technical knowledge.
Proceedings ArticleDOI
A Case Study About Gender Issues in a Game Jam
Cláudia Elise Ferraz,Kiev Gama +1 more
TL;DR: A case study where a mixed method approach was used to analyze the influence of gender in different perspectives of a game jam found results such as the motivational aspects for both genders were very similar; the self-confidence of female participants was lower than male participants; and the significant increase of female registrations after an advertisement campaign targeting women.
Journal ArticleDOI
Rapid game jams with fluidic games: A user study & design methodology
Swen E. Gaudl,Mark J. Nelson,Simon Colton,Rob Saunders,Edward J. Powley,Blanca Pérez Ferrer,Peter Ivey,Michael Cook +7 more
TL;DR: A class of games that are fluidic games, in which the game mechanics and other aspects of the games are editable on the fly, directly on the device, allowing for frequent play/design context shifts, are designed.
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
Tracy Fullerton,Jenova Chen,Kellee Santiago,Erik Nelson,Vincent Diamante,Aaron Meyers,Glenn Shayn Song,John DeWeese +7 more
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.