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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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.