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Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events最新文献

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Cross-cultural Online Game Jams: Fostering cultural competencies through jams in game education setting 跨文化在线游戏jam:通过游戏教育环境中的jam培养文化能力
Solip Park, Annakaisa Kultima, Kenji Ono, Buho Choi
This paper discusses cross-cultural online game jams in a game educational setting, drawing on the experience gained from the project "Games Now! Online Jam" (henceforth "GNOJ") conducted by Aalto University in Finland during the Covid-19 pandemic in 2021-2022. Each GNOJ lasted a week, and jammers utilized various online tools, cloud services, communication platforms, and open-source software. Ninety jammers from Finland, Sweden, South Korea, and Japan participated virtually from their home countries. Through post-survey and observation data, we found that jammers highly valued the cultural learning experience offered by jamming. Notably, they encountered unexpected surprises stemming from the diverse local game development practices and different conceptual and terminological connotations across countries during the jam. But jammers displayed proactive engagement in overcoming such cultural differences, with a heightened motivation to learn other languages, cultures, and local game development practices across the world. These findings highlight the pedagogical benefits that cross-cultural online jams can bring to game education. By fostering cultural awareness and competencies in understanding local nuances in game development and communication styles, such initiatives can help future (and current) game developers to effectively prepare multinational work environments and cooperative workflow with remote teams spanning multiple time zones.
本文以“Games Now!”项目的经验为基础,讨论了游戏教育背景下的跨文化在线游戏jam。芬兰阿尔托大学在2021-2022年Covid-19大流行期间举办的“在线果酱”(以下简称“GNOJ”)。每个gnj持续一周,干扰者利用各种在线工具、云服务、通信平台和开源软件。来自芬兰、瑞典、韩国和日本的90名干扰者实际上是在自己的国家参加了比赛。通过事后调查和观察数据,我们发现干扰者非常重视干扰所提供的文化学习体验。值得注意的是,他们在jam期间遇到了意想不到的惊喜,这些惊喜来自不同的本地游戏开发实践以及不同国家的不同概念和术语内涵。但干扰者在克服这种文化差异方面表现出积极主动的态度,他们有更强的动力去学习其他语言、文化和世界各地的本地游戏开发实践。这些发现突出了跨文化在线jam能够给游戏教育带来的教学益处。通过培养文化意识和理解游戏开发和沟通风格的当地细微差别的能力,这些举措可以帮助未来(和现在)的游戏开发者有效地准备跨国工作环境,并与跨越多个时区的远程团队合作。
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引用次数: 0
A Touch of the Future: The TOUCHLESS Hackathon 2022 触摸未来:2022年非接触式编程马拉松
Tor-Salve Dalsgaard, Arpit Bhatia, M. Maunsbach
Ultrasound haptics allows us to experience the sense of touch without contact with any physical surface. This novel "touchless" feedback can be used for various use cases but is not widely adopted nor incorporated in everyday products. The 2022 TOUCHLESS Hackathon aimed to enable novel practitioners to learn about touchless technology, generate new ideas, and implement prototypes. We invited participants to a 3-day hackathon in Copenhagen, Denmark, where we introduced touchless technology and provided novel touchless devices for prototyping use cases. Participants were joined by experts on ultrasound haptics, who helped them achieve their prototyping goals. Coming from various educational and national backgrounds, the participants approached the task in different ways and created four unique interactive prototypes. This event report introduces the TOUCHLESS Hackathon and reflects on the lessons learned.
超声波触觉可以让我们在不接触任何物理表面的情况下体验触觉。这种新颖的“非接触式”反馈可以用于各种用例,但没有被广泛采用,也没有被纳入日常产品中。2022年非接触式编程马拉松旨在让新颖的从业者了解非接触式技术,产生新的想法,并实现原型。我们邀请参与者参加在丹麦哥本哈根举行的为期3天的黑客马拉松,在那里我们介绍了非接触式技术,并为原型用例提供了新颖的非接触式设备。参与实验的还有超声触觉专家,他们帮助他们实现了原型设计的目标。来自不同教育背景和国家背景的参与者以不同的方式完成任务,并创建了四个独特的互动原型。本活动报告介绍了TOUCHLESS黑客马拉松,并反思了从中吸取的教训。
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引用次数: 0
A Lightweight Game Jam Model to Evoke High School Girls' Talent in Computing 激发高中女生计算机天赋的轻量级游戏Jam模型
Sreedevi Gutta, Y. Ouyang, Moses K. Ochanji
Game jams provide opportunities for newcomers to experience game development in a collaborative environment. However, many game jams are intensive and involve long hours, making it difficult for students to commit their time. This paper presents a lightweight virtual game jam model designed to encourage high school girls’ participation in computing. Participants, many with no prior programming experience, used Snap!, a block-based programming platform, to create games designed to address a specific challenge. Technical and professional skills demonstrated by students will be highlighted. We will also share the impact of the project activities on the participants' self-efficacy and identity.
Game jam为新手提供了在协作环境中体验游戏开发的机会。然而,许多游戏jam都是高强度的,需要花费很长时间,这使得学生很难投入时间。本文提出了一个旨在鼓励高中女生参与计算机的轻量级虚拟游戏jam模型。参与者,许多人之前没有编程经验,使用Snap!,这是一个基于块的编程平台,可以创建针对特定挑战的游戏。学生的技术和专业技能将得到突出展示。我们也会分享项目活动对参与者自我效能感和认同的影响。
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引用次数: 0
Online Quantum Game Jam 在线量子游戏Jam
Laura Piispanen, Daria Anttila, Natasha Skult
This paper presents and discusses the online version of Quantum Game Jams, events where quantum physics related games are created. It consists of a two-part investigation into online Quantum Game Jams. The first part involves examining three events that took place between 2020 and 2021. The second part provides a detailed account of organising the Global Quantum Game Jam from 2021 to 2022, evaluating its outcomes based on participant feedback and experiences. Additionally, it examines the backgrounds of the participants in the global events of 2021 and 2022. Based on the findings, this paper proposes a set of guidelines for organising future online Quantum Game Jams, which can also be applicable to game jams and science game jams in general.
本文介绍并讨论了量子游戏jam的在线版本,这是创建量子物理相关游戏的活动。它包括对在线量子游戏jam的两部分调查。第一部分涉及研究发生在2020年至2021年之间的三件事。第二部分详细介绍了从2021年到2022年组织全球量子游戏Jam的情况,并根据参与者的反馈和经验评估其结果。此外,它还研究了2021年和2022年全球赛事参与者的背景。基于这些发现,本文提出了一套组织未来在线量子游戏jam的指导方针,这也适用于一般的游戏jam和科学游戏jam。
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引用次数: 1
Game Jam During Military Invasion: Difficulty Level We Did Not Ask For 军事入侵期间的游戏堵塞:我们没有要求的难度等级
Oleksii Izvalov
Global Game Jam 2023 was organized in Ukraine amidst wartime conditions. The motivations behind organizing such an event were to keep connections with the worldwide game development community and present the creativity of Ukrainians at times when terroristic strikes were destroying the country's civil infrastructure. Safety measures, including access to bomb shelters and portable power generators, were implemented to ensure the well-being of participants. Despite interruptions caused by air raid sirens, the game jam activities continued, showcasing the adaptability and determination of the Ukrainian game development community. Becoming a record-breaking post-COVID game jam in Ukraine, GGJ23 provided a significant boost for the further restoration and growth of the Ukrainian game development and international collaboration.
Global Game Jam 2023是在战时的乌克兰举办的。组织这样一个活动的动机是为了与全球游戏开发社区保持联系,并在恐怖袭击摧毁乌克兰民用基础设施的时候展示乌克兰人的创造力。采取了安全措施,包括使用防空洞和便携式发电机,以确保与会者的福祉。尽管受到空袭警报的干扰,游戏jam活动仍在继续,展示了乌克兰游戏开发社区的适应性和决心。GGJ23成为乌克兰破纪录的后covid游戏jam,为乌克兰游戏开发和国际合作的进一步恢复和增长提供了重大推动。
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引用次数: 0
Exploring the Impact of Competition and Incentives on Game Jam Participation and Behaviour 探讨竞争和激励对Game Jam参与和行为的影响
Niamh Germaine, J. P. Healy
Competitive elements are a common feature of many game jams. However, there has been little research to date on the impact of competition on participants and their behaviours. To better understand how incentives and competition may affect the motivations and behaviour of game jam participants, we surveyed 47 game jam participants and analysed data from 4,564 online game jams. We found that incentives and competition were neither strong deterrents nor significant motivators for game jam participation. However, a significant percentage of the participants surveyed indicated that incentives and competition would affect their behaviour during a game jam. Our findings suggest this effect is dependent on the nature (or contingency) of the incentive. In addition to its practical implications for game jam organisation, this study highlights a largely untapped potential for further research into the complexities of game jams, incentives and competition.
竞争元素是许多游戏jam的共同特征。然而,迄今为止,关于竞争对参与者及其行为的影响的研究很少。为了更好地理解激励和竞争如何影响game jam参与者的动机和行为,我们调查了47名game jam参与者,并分析了来自4,564个在线游戏jam的数据。我们发现奖励和竞争既不是强大的威慑,也不是game jam参与的重要动机。然而,有相当比例的参与者表示,奖励和竞争会影响他们在游戏jam中的行为。我们的研究结果表明,这种影响取决于激励的性质(或偶然性)。除了对game jam组织的实际意义外,这项研究还强调了进一步研究game jam、激励和竞争复杂性的潜力。
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引用次数: 0
Serious 'Slow' Game Jam - A Game Jam Model for Serious Game Design 严肃的“慢”游戏Jam——严肃游戏设计的游戏Jam模型
D. Abbott, Olga Chatzifoti, Jamie Ferguson, S. Louchart, Shenando Stals
The Serious ‘Slow’ Game Jam (SSGJ) is a new model for use in serious game design and research. Game jams contribute to creative, innovative and collaborative design, however, game jams for serious purposes require an alternative model that integrates domain experts within the jammer community to ensure the validity of their designs and content. Furthermore, a rigorous yet accessible design methodology is required to balance pedagogic and game aspects to support jammers, as well as to assist researchers in subsequent analysis and evaluation. A standard entertainment game jam model does not afford support for these aspects. The SSGJ model addresses these needs through an inclusive, collaborative, and creative framework for multidisciplinary teams, which includes: encouraging reflection and knowledge exchange; improving content validity; and providing continuous support and mentoring to participants. Reflection on the model highlights the importance of framing serious game jams as explicitly educational activities and embedding them into existing training contexts. The SSGJ model contributes to a collaborative serious game design methodology for the wider research community, irrespective of application domains.
Serious“Slow”Game Jam (SSGJ)是一种用于严肃游戏设计和研究的新模式。游戏jam有助于创造性、创新性和协作性的设计,然而,严肃目的的游戏jam需要另一种模式,即整合干扰器社区中的领域专家,以确保其设计和内容的有效性。此外,我们还需要一种严谨的设计方法来平衡教学和游戏方面,以支持干扰者,并协助研究人员进行后续分析和评估。标准的娱乐游戏jam模型不支持这些方面。SSGJ模式通过一个包容、协作和创造性的多学科团队框架来满足这些需求,其中包括:鼓励反思和知识交流;提高内容效度;并为参与者提供持续的支持和指导。对该模型的反思强调了将严肃的游戏jam作为明确的教育活动并将其嵌入现有培训环境的重要性。SSGJ模型为更广泛的研究社区提供了一种协作式严肃游戏设计方法,无论应用领域如何。
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引用次数: 0
ChatGPT GameJam: Unleashing the power of Large Language Models for Game Jams ChatGPT GameJam:为游戏jam释放大型语言模型的力量
April Grow, Foaad Khosmood
Recently Large Language Models (LLMs) have captivated the imagination in many different fields. OpenAI’s ChatGPT, offered the first highly accessible LLM to the users and has seen phenomenal growth since its release in November 2022. While AI tools have always been part of game design and game development, now ChatGPT offers users perhaps for the first time, the ability to create a variety of novel games either entirely or partly by writing a text prompt. ChatGPT is a game jam that embraces and explores LLM-based game production while at the same time providing some insights about the current capabilities and shortcomings of the process. In this paper we report on the process and lessons learned from organizing the first ChatGPT Game Jam – held in May 2023.
最近,大型语言模型(llm)在许多不同的领域引起了人们的兴趣。OpenAI的ChatGPT为用户提供了第一个高度可访问的LLM,自2022年11月发布以来,已经取得了惊人的增长。虽然人工智能工具一直是游戏设计和游戏开发的一部分,但现在ChatGPT可能是第一次为用户提供了通过编写文本提示来完全或部分创建各种新颖游戏的能力。ChatGPT是一个游戏jam,它包含并探索了基于llm的游戏制作,同时提供了关于该过程的当前功能和缺点的一些见解。在这篇文章中,我们报告了在2023年5月举办的第一届ChatGPT Game Jam的组织过程和经验教训。
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Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events
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