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Journal ArticleDOI

Game jams: Community, motivations, and learning among jammers

TLDR
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.
Abstract
Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated numerous jams locally and as one of the largest venues in the world for GGJ 2011, the authors present learned lessons on how to make these events into amazing collaborative opportunities and their results from research in surveying game jam participants before and after the authors’ most recent jam weekend. DOI: 10.4018/ijgbl.2012070104 52 International Journal of Game-Based Learning, 2(3), 51-70, July-September 2012 Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. an analytical comparison of game jam participation to academic performance – 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. Our results indicate that while successfully implementing collaborative game jam events requires much diligence and preparation, the rewards in building students’ skills and contributing to their academic success is significant to a game design and development program. History of Game Jams Chris Hecker and a group of 13 other game developers/designers captured the philosophy of open, independent game innovation when establishing one of the first game jams a decade ago in Indie Jam 2002; he states, “Participants can work on their own game, team up with others, do multiple games, do a new game every hour [...], or any combination of thereof” (Hecker, 2001). The modern Global Game Jam (GGJ) was inspired by and modeled itself after the Nordic Game Jam and has roots going back to the Indie Jam in 2002. The Global Game Jam was formed by the IGDA Education SIG director, Susan Gold, in collaboration with Gorm Lai and Ian Schreiber (Gold, 2009). GGJ’s intent was to broaden the outreach of the IGDA’s game education goals of Curriculum Framework and to create games in the world’s largest game jam. The GGJ focuses on collaboration in organizing and in teams making of games at each site. The growth of the GGJ and our local game jam events is an amazing testimony to the efforts of the organizers and the insatiable desire of participants to create. The first GGJ (2009) had over 1600 participants in 23 countries and resulted in 370 games. In 2010, this more than doubled to 4300 participants and 900 games; in 2011, there were 6500 jammers from 44 countries, and over 1500 games were created. In 2009, we began with 14 jammers from two universities at our local site; this has grown to over 150 participants representing seven universities in 2011. Characteristics of a Game Jam As stated by the keynote for GGJ 2010, “gaming is this giant creative space, surrounded by a frontier, and beyond that frontier there are so many countries left to explore” (Curran, 2010). Game jams serve as a means to explore the frontier of game development in a rapidfire, supportive, and entertaining environment. Knowing that thousands of other game designers and developers are collaborating all around the world alongside you is a rich experience that captures the hearts and minds of participants across cultures. The game jams are communitarian events that support creativity and learning and establish spaces that support the indie game development ecosystem (Guevara-Villalobos, 2011). Additionally, game jams support the creative experimentation and prototyping of game ideas in a rapid, cyclic process of 48 hours. The immediacy of other participants at the jam event foster a culture of sharing ideas, play testing, and collaboration in an immediate setting. This rapid prototype model has been adopted elsewhere with success in allowing the best ideas to effervesce to the top by embracing the possibility of failure to encourage risk taking and by inducing creativity through constraint (Shodhan, 2005). Game jam events support the process of learning by using (Rosenberg, 1982); this process of using a hands-on, learning-by-doing approach is a way for participants to explore new technology and refine their current knowledge of tools. Since jam events are intentionally rapid and short-lived, there is little “cost” associated with doing something wrong. This environment is liberating in allowing participants to dedicate a weekend with something new without feeling like they are wasting precious time. Participants have indicated in the past that they are willing to explore new technologies and techniques within a short, constrained weekend event such as a game jam because the jam weekend is an “extra” event and doesn’t take away from their existing projects or work. This leads to more risk taking, exploration, and innovation in a 18 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/article/game-jams-communitymotivations-learning/69785?camid=4v1 This title is available in InfoSci-Journals, InfoSci-Journal Disciplines Library Science, Information Studies, and Education, InfoSci-Select, InfoSci-Select, InfoSciCommunications, Online Engagement, and Media eJournal Collection, InfoSci-Educational Leadership, Administration, and Technologies eJournal Collection, InfoSci-Select, InfoSci-Select, InfoSci-Journal Disciplines Communications and Social Science. Recommend this product to your

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Journal ArticleDOI

The impacts of live streaming and Twitch.tv on the video game industry

TL;DR: It is concluded that live streaming is a major new force in the games industry, creating new links between developers and influencers and shifting the authors' expectations of game play and game design, and is consequently a platform whose major structural effects are only now beginning to be understood.
Proceedings Article

Defining Game Jam.

TL;DR: 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.
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

Understanding and improving the culture of hackathons: Think global hack local

TL;DR: Think Global Hack Local (TGHL) is a non-competitive, community-based hackathon that connects non-profit organizations with student developers and believes that hackathons can become an environment that is more inclusive and fun for all.
Journal ArticleDOI

An International Study on Learning and Process Choices in the Global Game Jam.

TL;DR: The results of an online survey done by GGJ participants in January 2012 can be used to plan different learning experiences, revise the development process for professional and academic projects, and provide additional elements to game jams or change their structures based on the participants’ comments to make them more fruitful.
References
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Journal ArticleDOI

Collaborative games: lessons learned from board games

TL;DR: An analysis of collaborative games is presented, focusing on Reiner Knizia's LORDOFTHERINGS, considered by many to be the quintessential collaborative board game, and yields seven observations, four lessons, and three pitfalls, that game designers might consider useful for designing collaborative games.
Journal ArticleDOI

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Proceedings ArticleDOI

Teaching software engineering through game design

TL;DR: A set of game-centric, project-based modules have been developed that enable students to actively participate in the different phases of the software lifecycle taking a single project from requirement elicitation to testing and maintenance.
Journal Article

The Playful and the Serious: An approximation to Huizinga's Homo Ludens .

Hector Rodriguez
- 01 Jan 2006 - 
TL;DR: Although its core topic is playing rather than gaming, Homo Ludens remains a standard reference in game design books and influenced modern avant-garde artists like Guy Debord and other members of the group known as the Situationist International.
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