Game jam

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Draft

Introduction

GameJams are a kind of hackaton dedicated to develop games. According to Spieler et al. (2016), [1], “Game jams are a way to create games under fast-paced conditions and certain constraints (Eberhardt, 2016; Deen, et al., 2014).”

Game jams enjoy increasing popularity in school and university settings. Their aim is different, i.e. focuses on learning something, e.g. programming, design, art, collaboration, etc. and typically use educational programming environments such as visual block languages like scratch or snap!. “Academic game jams are a kind of project work that fosters collaboration and at the same time results in understanding learning content from different subjects (Chandrasekaran, et al., 2012).” <ref="spieler2018">

Challenges and benefits

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Links


Bibliography

cited with footnotes

  1. Spieler, B., Petri, A., Schindler, C., Slany, W., Betran, M., Boulton, H., ... & Smith, J. (2018). Pocket Code: a mobile app for game jams to facilitate classroom learning through game creation. arXiv preprint arXiv:1805.04461. https://arxiv.org/abs/1805.04461

Other

Buttfield-Addison, P., Manning, J. and Nugent, T. 2015. A better recipe for game jams: using the Mechanics Dynamics Aesthetics framework for planning.Proceeding GJH&GC '16 Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, p. 30-33

Chatham, A., Mueller, F., Bernhaupt, R., Khot, P., Pijnappel. S., Toprak, C., Deen, M. and Schouten, B. 2013. Game jam. In CHI '13 Extended Abstracts on Human Factors in Computing Systems, p. 3175-3178.

Deen, M., Cercos, R., Chatham, A., Naseem, A., Fowier, A., Bernhaupt, R. Schouten, B and Mueller, F. 2014. Game jam [4research]. In CHI '14 Extended Abstracts on Human Factors in Computing Systems, p. 25-28

Eberhardt, R. 2016. No One Way to Jam: Game Jams for Creativity, Learning, Entertainment, and Research. Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, p. 34-37.

Goddard, W., Byrne, R., and Mueller, F. 2014. Playful Game Jams: Guidelines for Designed Outcomes.In Proceedings of the 2014 Conference on Interactive Entertainment, p. 1-10.

Jaffa, V. 2016. In a Jam Between Community and Capitalism: A Critical Look at Game Jams. Available at: https://modelviewculture.com/news/in-a-jam-between-community-and-capitalism-a-critical-look-at-game-jams.

Petri, A., Schindler, C., Slany, W., and Spieler, B. 2015. Pocket Code Game Jams: a Constructionist Approach at Schools.In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, p. 1207-1211.

Preston, J., Chastine, J., O’Donnell, C., Savannah, D. and MacIntyre, B. 2012. Game Jams: Community, Motivations, and Learning among Jammers. International Journal of Game-Based Learning, 2(3), p. 51-70.

Smith, P. and Bowers, C. 2016. Improving Social Skills through Game Jam Participation. Proceeding GJH&GC '16 Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events. p. 8-14

Spieler, B., Petri, A., Schindler, C., Slany, W., Betran, M., Boulton, H., ... & Smith, J. (2018). Pocket Code: a mobile app for game jams to facilitate classroom learning through game creation. arXiv preprint arXiv:1805.04461. https://arxiv.org/abs/1805.04461

Acknowledgement

Initial bibliography from pieler, B.and Petri, A. and Schindler, C. and Slany, W. and Beltràn, M.E. and Bouldon, H., 2016.