We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data about the techniques’ productivity, ease of use, and enjoyability from 100 participants in 60-minute game ideation workshops. Contrary to expectations, the data revealed no statistically significant differences between the techniques. The unexpected results led us to reconsider some of our starting assumptions, pointing to the complex nature of counting and evaluating ideas. Based on this, the discussion outlines some suggestions for future research into ideation in games education.
{"title":"Comparing Ideation Techniques for Games Education: SCAMPER, Gamicards, Brainstorming","authors":"Mikhail Fiadotau, Martin Sillaots","doi":"10.1145/3409456.3409460","DOIUrl":"https://doi.org/10.1145/3409456.3409460","url":null,"abstract":"We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data about the techniques’ productivity, ease of use, and enjoyability from 100 participants in 60-minute game ideation workshops. Contrary to expectations, the data revealed no statistically significant differences between the techniques. The unexpected results led us to reconsider some of our starting assumptions, pointing to the complex nature of counting and evaluating ideas. Based on this, the discussion outlines some suggestions for future research into ideation in games education.","PeriodicalId":170704,"journal":{"name":"International Conference on Game Jams, Hackathons and Game Creation Events 2020","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126698032","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}
The increase in participation in game jams has given rise to an increase in research and scholarly interest in the potential benefits of game jams. While these potential benefits can include international collaboration and diversity of ideas and personal networks, there is limited efforts in using such cross-border collaboration possibilities and studying them. In this exploratory study, the authors seek to understand the possible methods, potentials, and benefits of participants collaborating in different forms and across site or national borders. While the results are preliminary, the authors identify some potential solutions for game jam participants to form teams that span regional, national, or international borders.
{"title":"Jamming across borders: An exploratory study","authors":"A. Fowler, J. Pirker, A. Arya","doi":"10.1145/3409456.3409459","DOIUrl":"https://doi.org/10.1145/3409456.3409459","url":null,"abstract":"The increase in participation in game jams has given rise to an increase in research and scholarly interest in the potential benefits of game jams. While these potential benefits can include international collaboration and diversity of ideas and personal networks, there is limited efforts in using such cross-border collaboration possibilities and studying them. In this exploratory study, the authors seek to understand the possible methods, potentials, and benefits of participants collaborating in different forms and across site or national borders. While the results are preliminary, the authors identify some potential solutions for game jam participants to form teams that span regional, national, or international borders.","PeriodicalId":170704,"journal":{"name":"International Conference on Game Jams, Hackathons and Game Creation Events 2020","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114204148","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}
Time-bounded collaborative events in which teams work together under intense time pressure have become popular in the last few years and are being used in many contexts. In this article we explore the Global Service Jam (GSJ), which has a format similar to other global jamming events such as the Global Game Jam. In this type of event, the activities are centered on service prototyping, encompassing the design process of a service. In this article we perform a mixed-method study to understand the motivation of participants in the local edition of GSJ and compare those motivations to the data we gathered from other cities around the world. We also collected data about the main lessons learned and difficulties found by participants during the GSJ.
{"title":"Participants’ Motivations in the Global Service Jam","authors":"Kiev Gama","doi":"10.1145/3409456.3409461","DOIUrl":"https://doi.org/10.1145/3409456.3409461","url":null,"abstract":"Time-bounded collaborative events in which teams work together under intense time pressure have become popular in the last few years and are being used in many contexts. In this article we explore the Global Service Jam (GSJ), which has a format similar to other global jamming events such as the Global Game Jam. In this type of event, the activities are centered on service prototyping, encompassing the design process of a service. In this article we perform a mixed-method study to understand the motivation of participants in the local edition of GSJ and compare those motivations to the data we gathered from other cities around the world. We also collected data about the main lessons learned and difficulties found by participants during the GSJ.","PeriodicalId":170704,"journal":{"name":"International Conference on Game Jams, Hackathons and Game Creation Events 2020","volume":"14 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134196257","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}
In this position paper, we discuss the curation of an annual 48-hour game jam in terms of community building and fostering communitas or the unstructured non-hierarchical community phenomenon that is sometimes seen as the result of a dramatic or acute community event. The jam (the 48hr game making challenge) was part of a wider practice of public program curation. It ran for a decade between 2007 and 2016. The discussion and reflection on the jam over the decade that it ran, leads us to reflect on the nature of game jams as community events which have the potential for creation of communitas.
{"title":"(co)Curating game jams for community and communitas A 48hr game making challenge retrospective","authors":"T. A. J. Turner, L. Thomas","doi":"10.1145/3409456.3409457","DOIUrl":"https://doi.org/10.1145/3409456.3409457","url":null,"abstract":"In this position paper, we discuss the curation of an annual 48-hour game jam in terms of community building and fostering communitas or the unstructured non-hierarchical community phenomenon that is sometimes seen as the result of a dramatic or acute community event. The jam (the 48hr game making challenge) was part of a wider practice of public program curation. It ran for a decade between 2007 and 2016. The discussion and reflection on the jam over the decade that it ran, leads us to reflect on the nature of game jams as community events which have the potential for creation of communitas.","PeriodicalId":170704,"journal":{"name":"International Conference on Game Jams, Hackathons and Game Creation Events 2020","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114707354","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}
Hackathons are a sort of application development marathon typically lasting between 24 and 48 hours. They are increasingly becoming an alternative and popular method for fast learning and networking, bringing people together in a short period to do creative projects. However, the number of women participating in such events is extremely low and worrying, and literature lacks empirical evidence about the reasons for that. This qualitative study gathers data and brings a discussion about this topic, as an attempt to understand better why women are not so interested in this type of event. We interviewed participants of a female-focused hackathon and tried to (1) understand reasons for women not participating in hackathons; (2) understand motivational aspects; and (3) understand the main problems concerning gender in hackathons.
{"title":"Engaging Women’s Participation in Hackathons: A Qualitative Study with Participants of a Female-focused Hackathon","authors":"Lavínia Paganini, Kiev Gama","doi":"10.1145/3409456.3409458","DOIUrl":"https://doi.org/10.1145/3409456.3409458","url":null,"abstract":"Hackathons are a sort of application development marathon typically lasting between 24 and 48 hours. They are increasingly becoming an alternative and popular method for fast learning and networking, bringing people together in a short period to do creative projects. However, the number of women participating in such events is extremely low and worrying, and literature lacks empirical evidence about the reasons for that. This qualitative study gathers data and brings a discussion about this topic, as an attempt to understand better why women are not so interested in this type of event. We interviewed participants of a female-focused hackathon and tried to (1) understand reasons for women not participating in hackathons; (2) understand motivational aspects; and (3) understand the main problems concerning gender in hackathons.","PeriodicalId":170704,"journal":{"name":"International Conference on Game Jams, Hackathons and Game Creation Events 2020","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134388545","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}
In this case study, we consider the implications and observations of SLO Hacks 2020, a 36-hour hackathon with 358 attendees held on February 28 – March 1, 2020 at the California Cybersecurity Institute. Eight corporate sponsors were involved. Although students may attend hackathons with the intention of releasing a publication, launching a startup, or experimenting with the newest technology, we evaluate the activity with particular interest in workforce development. In a survey of 39 participating teams, we find the overwhelming majority interested in employment (mostly in the form of internships) with sponsoring companies. Most sponsors likewise stated that hiring was a major goal for their engagement with the hackathon. We also share discussions we held with the winning team and their future plans for their project.
{"title":"Hackathons for Workforce Development: A Case Study","authors":"A. Ru, Foaad Khosmood","doi":"10.1145/3409456.3409462","DOIUrl":"https://doi.org/10.1145/3409456.3409462","url":null,"abstract":"In this case study, we consider the implications and observations of SLO Hacks 2020, a 36-hour hackathon with 358 attendees held on February 28 – March 1, 2020 at the California Cybersecurity Institute. Eight corporate sponsors were involved. Although students may attend hackathons with the intention of releasing a publication, launching a startup, or experimenting with the newest technology, we evaluate the activity with particular interest in workforce development. In a survey of 39 participating teams, we find the overwhelming majority interested in employment (mostly in the form of internships) with sponsoring companies. Most sponsors likewise stated that hiring was a major goal for their engagement with the hackathon. We also share discussions we held with the winning team and their future plans for their project.","PeriodicalId":170704,"journal":{"name":"International Conference on Game Jams, Hackathons and Game Creation Events 2020","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129601744","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}