A theoretical framework for game jams in applied contexts

Andrew J. Reid*, Phillip Smy, Iain Donald

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

29 Downloads (Pure)

Abstract

Game jams encourage participants to define, explore, create, and disseminate games with respect to a pre-defined time-period and under specified constraints. Various methods and approaches have helped with establishing conventions, rules, and processes, and culture surrounding game jams, with practical guides for participants (Kaitila 2012) and organisers (Cornish et al. 2017) available. The popularity of game jams has resulted in an increased demand for game jams that explore a range of different topics, issues, and objectives through game development (Eberhardt 2016; Pirker et al. 2016). Stakeholders interested in ‘applied game jams’ have utilized traditional game jam formats to explore game development across various contexts, including health and wellbeing (Preston, 2014), community engagement (Decker et al. 2015), and social development (Myers et al. 2019). There is a perceived gap to establish a universal method with which to design, execute, and evaluate applied game jams against intentional outcomes.
Original languageEnglish
Title of host publicationDiGRA '20
Subtitle of host publicationproceedings of the 2020 DiGRA international conference: play everywhere
EditorsDale Leorke
PublisherDiGRA
Number of pages3
Publication statusPublished - 3 Sep 2020
EventDiGRA 2020: Play everywhere - Tampere, Finland
Duration: 2 Jun 20206 Jun 2020
https://digra2020.org/

Publication series

NameDiGRA conference proceedings
PublisherDiGRA
ISSN (Electronic)2342-9666

Conference

ConferenceDiGRA 2020
CountryFinland
CityTampere
Period2/06/206/06/20
Internet address

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