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 language | English |
|---|---|
| Title of host publication | DiGRA '20 |
| Subtitle of host publication | proceedings of the 2020 DiGRA international conference: play everywhere |
| Editors | Dale Leorke |
| Publisher | DiGRA |
| Number of pages | 3 |
| Publication status | Published - 3 Sept 2020 |
| Event | DiGRA 2020: Play everywhere - Tampere, Finland Duration: 2 Jun 2020 → 6 Jun 2020 https://digra2020.org/ |
Publication series
| Name | DiGRA conference proceedings |
|---|---|
| Publisher | DiGRA |
| ISSN (Electronic) | 2342-9666 |
Conference
| Conference | DiGRA 2020 |
|---|---|
| Country/Territory | Finland |
| City | Tampere |
| Period | 2/06/20 → 6/06/20 |
| Internet address |
Keywords
- Applied Games
- Game Development
- Game Jams
- Game production
- Collaboration