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.
{"title":"Cross-cultural Online Game Jams: Fostering cultural competencies through jams in game education setting","authors":"Solip Park, Annakaisa Kultima, Kenji Ono, Buho Choi","doi":"10.1145/3610602.3610606","DOIUrl":"https://doi.org/10.1145/3610602.3610606","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133508604","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}
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.
{"title":"A Touch of the Future: The TOUCHLESS Hackathon 2022","authors":"Tor-Salve Dalsgaard, Arpit Bhatia, M. Maunsbach","doi":"10.1145/3610602.3610607","DOIUrl":"https://doi.org/10.1145/3610602.3610607","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132749146","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}
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。
{"title":"A Lightweight Game Jam Model to Evoke High School Girls' Talent in Computing","authors":"Sreedevi Gutta, Y. Ouyang, Moses K. Ochanji","doi":"10.1145/3610602.3610603","DOIUrl":"https://doi.org/10.1145/3610602.3610603","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127374147","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}
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.
{"title":"Online Quantum Game Jam","authors":"Laura Piispanen, Daria Anttila, Natasha Skult","doi":"10.1145/3610602.3610610","DOIUrl":"https://doi.org/10.1145/3610602.3610610","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124619079","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}
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。
{"title":"Game Jam During Military Invasion: Difficulty Level We Did Not Ask For","authors":"Oleksii Izvalov","doi":"10.1145/3610602.3610608","DOIUrl":"https://doi.org/10.1145/3610602.3610608","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128291016","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}
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.
{"title":"Exploring the Impact of Competition and Incentives on Game Jam Participation and Behaviour","authors":"Niamh Germaine, J. P. Healy","doi":"10.1145/3610602.3610609","DOIUrl":"https://doi.org/10.1145/3610602.3610609","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117099946","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}
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。
{"title":"Serious 'Slow' Game Jam - A Game Jam Model for Serious Game Design","authors":"D. Abbott, Olga Chatzifoti, Jamie Ferguson, S. Louchart, Shenando Stals","doi":"10.1145/3610602.3610604","DOIUrl":"https://doi.org/10.1145/3610602.3610604","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122486426","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}
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。
{"title":"ChatGPT GameJam: Unleashing the power of Large Language Models for Game Jams","authors":"April Grow, Foaad Khosmood","doi":"10.1145/3610602.3610605","DOIUrl":"https://doi.org/10.1145/3610602.3610605","url":null,"abstract":"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.","PeriodicalId":265053,"journal":{"name":"Proceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126937408","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}