Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events最新文献

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Taking the Challenge: An Exploratory Study on What Motivates Jammers to Participate in Game Jams 接受挑战:探究干扰者参与游戏jam的动机
L. Melo, C. D. Souza, M. G. Perin, Fernando Marques Figueira Filho, A. Batista, Fábio da Silva
{"title":"Taking the Challenge: An Exploratory Study on What Motivates Jammers to Participate in Game Jams","authors":"L. Melo, C. D. Souza, M. G. Perin, Fernando Marques Figueira Filho, A. Batista, Fábio da Silva","doi":"10.1145/3472688.3472694","DOIUrl":"https://doi.org/10.1145/3472688.3472694","url":null,"abstract":"Game jams have been attracting an increasingly diverse audience, with thousands of professionals, students, and hobbyists getting together to build game prototypes every year. However, little is understood about about peoples’ motivations to participate in such events and, most importantly, how their motivations differ according to their type and extent of involvement with game development. Through a large-scale survey with attendees of a global-scale game jam, we found that students, hobbyists, indie and professional developers participate for distinct reasons and favor motivations for participation differently. Indie developers are the ones most influenced by social motivations, while students and hobbyists favor the opportunity to strengthen technical skills more than other groups. Finally, game professionals attend game jams to experience teamwork with people other than their regular teammates. Our findings characterize the aspects that influence the attractiveness of game jams and provide a set of recommendations to organizations willing to engage people in their events.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123068137","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
How Organisers Understand and Promote Participants’ Creativity in Game Jams 组织者如何理解和促进参与者在游戏jam中的创造力
Jeanette Falk Olesen, M. M. Biskjaer, Kim Halskov, Annakaisa Kultima
{"title":"How Organisers Understand and Promote Participants’ Creativity in Game Jams","authors":"Jeanette Falk Olesen, M. M. Biskjaer, Kim Halskov, Annakaisa Kultima","doi":"10.1145/3472688.3472690","DOIUrl":"https://doi.org/10.1145/3472688.3472690","url":null,"abstract":"Game jams are fast-paced game-making events that aim to elicit the participants’ creativity; a quality often ascribed to game jams. However, there is only little research on creativity in game jam formats. Since game jam organisers have great influence on how creativity can be supported in game jams, we explore creativity from the organisers’ perspective. We report insights from an online survey with responses from 27 game jam organisers from 12 different countries with dissimilar levels of organiser experience. We analyse the organisers’ understanding of creativity based on four key aspects from general creativity research: novelty, risk-taking, combinational creativity and creativity constraints. These key aspects guide a deductive, thematic analysis to explore how game jam organisers not only understand, but indeed try to promote the participants’ creativity. On this basis, we discuss how insights from creativity research may further contribute to inform how organisers can successfully facilitate participants’ creativity in game jams.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121195234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Organizing online hackathons for newcomers to a scientific community – Lessons learned from two events 为科学界的新人组织在线黑客马拉松——从两个事件中学到的教训
Je'aime Powell, L. Hayden, Amy Cannon, Boyd Wilson, Alexander Nolte
{"title":"Organizing online hackathons for newcomers to a scientific community – Lessons learned from two events","authors":"Je'aime Powell, L. Hayden, Amy Cannon, Boyd Wilson, Alexander Nolte","doi":"10.1145/3472688.3472700","DOIUrl":"https://doi.org/10.1145/3472688.3472700","url":null,"abstract":"Acquiring computing skills is essential not only to work in computer science but also because many impactful discoveries occur at the interface between traditional scientific disciplines and computing and data science. Time-bounded events such as hackathons can provide an opportunity for newcomers to experience programming firsthand in a collaborative environment. Just providing access to computational resources, however, is not sufficient because newcomers will likely require guidance and support in order for them to perceive their participation in a hackathon as a positive experience propelling them to future success in the subject. We have developed a hackathon format for this purpose that we have successfully applied during in-person events for two years. The global pandemic of 2020, however, forced us to move towards a virtual format. In this paper, we report on our experience making this transition. We will specifically elaborate on two online events, discuss successes and failures and provide suggestions for hackathon organizers.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133577004","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
An Exploratory Study on the participation of LGBTQIA+ people in the Global Game Jam 2021 LGBTQIA+人群参与Global Game Jam 2021的探索性研究
Dayanne Oliveira, R. Prado, Kiev Gama, George Valença
{"title":"An Exploratory Study on the participation of LGBTQIA+ people in the Global Game Jam 2021","authors":"Dayanne Oliveira, R. Prado, Kiev Gama, George Valença","doi":"10.1145/3472688.3472696","DOIUrl":"https://doi.org/10.1145/3472688.3472696","url":null,"abstract":"Game Jams are game development marathons limited by time, usually lasting 48 hours. These events bring people together not only to make games in a short period of time but to connect beginners, amateurs and professionals. Although seen as a diverse environment, in Games – either as a technology culture or as a professional occupation – we can find prejudice and discrimination against LGBTQIA+. This paper is an exploratory study about diversity in game jams, specifically about the participation of LGBTQIA+ in some hubs at Global Game Jam 2021. We investigated the participation of LGBTQIA+ people at the Global Game Jam 2021, aiming to understand their perspectives and the potential challenges around any prejudice or discrimination they may face during the game jams. We combined quantitative and qualitative research methods. First, we used a survey to collect quantitative (closed-ended questions) and qualitative (open-ended questions) data. The second part consisted of online interviews with some of the respondents from the survey. After analyzing the collected data, we provided a set of recommendations for structure and organization, aiming at a more inclusive and welcoming environment to LGBTQIA+ participants, besides increasing the participation of this public. The recommendations are: Organize diversity-focused game jams and diversity-focused Global Game Jam hubs; make every participant aware of the code of conduct; foster collaboration over competition; introduce aspects that the LGBTQIA+ community can relate to; and promote learning activities.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124874733","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
A&B Game Jam - Enhancing the Online Game Jam Experience With Milestones A&B游戏Jam -通过里程碑提升在线游戏Jam体验
Mateus Camara, M. Oyamada, Daniel Boll, Davi Giacomel, Felipi Matozinho, Gustavo Nomelini, Igor Negrizoli, Leonardo Vanzin, Lucas Amorim, L. Sá, Marco Damo, Mateus Silveira, Matheus Ismael, Roberta Alcantara, Vinicius Freitas
{"title":"A&B Game Jam - Enhancing the Online Game Jam Experience With Milestones","authors":"Mateus Camara, M. Oyamada, Daniel Boll, Davi Giacomel, Felipi Matozinho, Gustavo Nomelini, Igor Negrizoli, Leonardo Vanzin, Lucas Amorim, L. Sá, Marco Damo, Mateus Silveira, Matheus Ismael, Roberta Alcantara, Vinicius Freitas","doi":"10.1145/3472688.3472698","DOIUrl":"https://doi.org/10.1145/3472688.3472698","url":null,"abstract":"The A&B Game Jam is a non-competitive event aimed at participants from the city of Cascavel, Paraná, Brazil and its surrounding cities. Focused on improving participants’ socialization, learning and enjoyment, it introduces activities called Milestones, which promote further engagement and enrich each event. The report describes the A&B project, its fourth edition carried out in 2020 and their results.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130704572","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Pizza and Coffee Make a Game Jam - Learnings From Organizing an Online Game Development Event 披萨和咖啡构成游戏Jam——从组织在线游戏开发活动中学到的经验
Elina Koskinen
{"title":"Pizza and Coffee Make a Game Jam - Learnings From Organizing an Online Game Development Event","authors":"Elina Koskinen","doi":"10.1145/3472688.3472699","DOIUrl":"https://doi.org/10.1145/3472688.3472699","url":null,"abstract":"Global Game Jam was organized fully online for the first time in 2021. This event report presents a walkthrough of the Global Game Jam weekend for the FGJ Tampere Online site, and proposes guidelines for online game jams based on what was learned from organizing the event","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124388298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Expert-Driven (Online) Game Jams for (Game) Design Education 面向游戏设计教育的专家驱动(在线)游戏jam
Annakaisa Kultima, Solip Park, Ville Kankainen, Riikka Aurava, Laura Piispanen, Tomi Kauppinen
{"title":"Expert-Driven (Online) Game Jams for (Game) Design Education","authors":"Annakaisa Kultima, Solip Park, Ville Kankainen, Riikka Aurava, Laura Piispanen, Tomi Kauppinen","doi":"10.1145/3472688.3472697","DOIUrl":"https://doi.org/10.1145/3472688.3472697","url":null,"abstract":"In this paper, we explore a teaching experiment utilizing expert-driven online game jams in the context of game design education. Four online game jams were run as a part of an open lecture series on game development between March 2020 and April 2021. The lectures featured visiting experts exploring the jam themes and giving feedback on the submitted games. For the purpose of evaluating the format, we collected the experiences of the jammers and the experts in addition to observing the events. In this short paper, we concentrate only on the experiences of the experts.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121867399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Two Decades of Game Jams 二十年的游戏jam
Gorm Lai, Annakaisa Kultima, Foaad Khosmood, J. Pirker, A. Fowler, I. Vecchi, W. Latham, F. Leymarie
{"title":"Two Decades of Game Jams","authors":"Gorm Lai, Annakaisa Kultima, Foaad Khosmood, J. Pirker, A. Fowler, I. Vecchi, W. Latham, F. Leymarie","doi":"10.1145/3472688.3472689","DOIUrl":"https://doi.org/10.1145/3472688.3472689","url":null,"abstract":"In less than a year’s time, March 2022 will mark the twentieth anniversary of the first documented game jam, the Indie Game Jam, which took place in Oakland, California in 2002. Initially, game jams were widely seen as frivolous activities. Since then, they have taken the world by storm. Game jams have not only become part of the day-to-day process of many game developers, but jams are also used for activist purposes, for learning and teaching, as part of the experience economy, for making commercial prototypes that gamers can vote on, and more. Beyond only surveying game jams and the relevant published scientific literature from the last two decades, this paper has several additional contributions. It builds a history of game jams, and proposes two different taxonomies of game jams — a historical and a categorical. In addition, it discusses the definition of game jam and identifies the most active research areas within the game jam community such as the interplay and development with local communities, the study and analysis of game jammers and organisers, and works that bring a critical look on game jams.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114755280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Negative Game Jam Experiences 消极的游戏Jam体验
Annakaisa Kultima
{"title":"Negative Game Jam Experiences","authors":"Annakaisa Kultima","doi":"10.1145/3472688.3472693","DOIUrl":"https://doi.org/10.1145/3472688.3472693","url":null,"abstract":"Many game jam studies have been focusing on the potential of the method and the positive sides of the jamming cultures [6, 24]. As a relatively young academic field, perhaps, the game jam scholarly community has been pushing the awareness of the subject towards wider academic audiences - through concentrating on the promise of the format. While there are many studies for game jams [10, 22], the field is still under-explored. This short paper explores game jams specifically from the perspective of the negative experiences – exposing what can be missing from the more optimistic views of game jams. For the purpose of this paper a small online survey was constructed and altogether 17 responses were collected. Additional depth has been drawn from the author‘s extensive experience on various game jams between 2010 and 2021. This study highlights the prevalence of social issues as a source for negative experiences in game jams, but also reflects on the possibility of wider spectrum of cases.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126595019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Game Jam Natives?: The Rise of the Game Jam Era in Game Development Cultures Game Jam Natives?游戏开发文化中Game Jam时代的兴起
Annakaisa Kultima
{"title":"Game Jam Natives?: The Rise of the Game Jam Era in Game Development Cultures","authors":"Annakaisa Kultima","doi":"10.1145/3472688.3472691","DOIUrl":"https://doi.org/10.1145/3472688.3472691","url":null,"abstract":"Game jams bring all kinds of creators together to make games from scratch in a relatively short time, often based on shared design constraints. The most influential game jam, Global Game Jam (GGJ) was established in 2009 as an annual event connecting game makers around the globe with shared theme and time-space. The growth of the GGJ indicates the establishment of game jam era: in ten years GGJ expanded from 1 600 to 47 000 participants and diverse set of other game jams are organized modelling GGJ or its online counterpart, Ludum Dare (LD). Even though many game jams are directed towards hobbyist creators or game development students, also professionals take part on these events. Game companies run their internal game jams for various reasons from experimentation and recreation to recruitment and education. Game jams are so widely spread, that they are destined to impact the game making cultures at large. In this paper, I am proposing that we live in the era of game jams and the generation of game makers that have started their development careers within this era are native to game jams.","PeriodicalId":314731,"journal":{"name":"Sixth Annual International Conference on Game Jams, Hackathons, and Game Creation Events","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130528932","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
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