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International Conference on Game Jams, Hackathons and Game Creation Events 2020最新文献

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Comparing Ideation Techniques for Games Education: SCAMPER, Gamicards, Brainstorming 比较游戏教育的创意技巧:SCAMPER, Gamicards, Brainstorming
Pub Date : 2020-08-20 DOI: 10.1145/3409456.3409460
Mikhail Fiadotau, Martin Sillaots
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.
我们对两种结构化(SCAMPER, Playgen AddingPlay纸牌套件)和一种非结构化(自由头脑风暴)创意技术进行了比较研究,目的是确定它们对游戏设计教育的适用性。我们在60分钟的游戏创意研讨会上收集了100名参与者关于这些技术的生产力、易用性和乐趣的数据。与预期相反,数据显示两种技术之间没有统计学上的显著差异。这些意想不到的结果让我们重新考虑了一些最初的假设,指出了计算和评估想法的复杂性。在此基础上,本文提出了对未来游戏教育中思维研究的一些建议。
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引用次数: 2
Jamming across borders: An exploratory study 跨界干扰:一项探索性研究
Pub Date : 2020-08-20 DOI: 10.1145/3409456.3409459
A. Fowler, J. Pirker, A. Arya
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.
越来越多的人参与到游戏jam中,这也推动了对游戏jam潜在利益的研究和学术兴趣的增加。虽然这些潜在的好处可能包括国际合作、思想和个人网络的多样性,但在利用这种跨境合作的可能性并对其进行研究方面的努力有限。在这项探索性研究中,作者试图了解参与者以不同形式、跨地点或国界合作的可能方法、潜力和利益。虽然结果是初步的,但作者确定了一些潜在的解决方案,让game jam参与者组成跨越地区、国家或国际边界的团队。
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引用次数: 6
Participants’ Motivations in the Global Service Jam 全球服务Jam参与者的动机
Pub Date : 2020-08-20 DOI: 10.1145/3409456.3409461
Kiev Gama
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.
在过去几年中,团队在紧张的时间压力下一起工作的有时间限制的协作事件已经变得很流行,并在许多上下文中得到了使用。在本文中,我们探讨了全球服务干扰(GSJ),它的格式类似于其他全球干扰事件,如全球游戏干扰。在这种类型的事件中,活动以服务原型为中心,包括服务的设计过程。在本文中,我们采用混合方法研究GSJ本地版参与者的动机,并将这些动机与我们从世界其他城市收集的数据进行比较。我们还收集了关于GSJ期间参与者的主要经验教训和遇到的困难的数据。
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引用次数: 1
(co)Curating game jams for community and communitas A 48hr game making challenge retrospective (co)为社区和社区策划游戏jam(48小时的游戏制作挑战回顾
Pub Date : 2020-08-20 DOI: 10.1145/3409456.3409457
T. A. J. Turner, L. Thomas
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.
在本文中,我们将从社区建设和培养社区或非结构化、无等级的社区现象(有时被视为戏剧性或急性社区事件的结果)的角度讨论每年48小时游戏jam的策划。jam(游戏邦注:即48小时的游戏制作挑战)是公共项目管理实践的一部分。它从2007年到2016年持续了10年。关于jam的讨论和反思已经持续了10年,这让我们开始思考游戏jam作为社区活动的本质,它具有创造社区的潜力。
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引用次数: 1
Engaging Women’s Participation in Hackathons: A Qualitative Study with Participants of a Female-focused Hackathon 参与女性黑客马拉松:一项针对女性黑客马拉松参与者的定性研究
Pub Date : 2020-08-20 DOI: 10.1145/3409456.3409458
Lavínia Paganini, Kiev Gama
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.
黑客马拉松是一种应用程序开发马拉松,通常持续24到48小时。它们正日益成为快速学习和建立人际关系的另一种流行方式,让人们在短时间内聚在一起做创造性的项目。然而,参加这类活动的女性数量极低,令人担忧,而且文献缺乏关于其原因的经验证据。这项定性研究收集了数据,并引发了关于这个话题的讨论,试图更好地理解为什么女性对这类事件不那么感兴趣。我们采访了一个以女性为中心的黑客马拉松的参与者,并试图(1)了解女性不参加黑客马拉松的原因;(2)了解动机方面;(3)了解黑客马拉松中涉及性别的主要问题。
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引用次数: 17
Hackathons for Workforce Development: A Case Study 针对劳动力发展的黑客马拉松:一个案例研究
Pub Date : 2020-08-20 DOI: 10.1145/3409456.3409462
A. Ru, Foaad Khosmood
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.
在本案例研究中,我们考虑了SLO Hacks 2020的影响和观察结果,这是一个36小时的黑客马拉松,有358名与会者于2020年2月28日至3月1日在加州网络安全研究所举行。8家企业赞助商参与其中。虽然学生们参加黑客马拉松的目的可能是发表一篇文章、创办一家公司,或者尝试最新的技术,但我们对这种活动的评估是基于对劳动力发展的特别兴趣。在对39个参赛团队的调查中,我们发现绝大多数人对赞助公司的就业(主要是实习形式)感兴趣。大多数赞助商同样表示,招聘是他们参与黑客马拉松的主要目标。我们还会分享我们与获胜团队的讨论以及他们对项目的未来计划。
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引用次数: 3
期刊
International Conference on Game Jams, Hackathons and Game Creation Events 2020
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