Review of Educational Benefits of Game Jams: Participant and Industry Perspective
PDF

Keywords

collaborative learning
STEM skills
game jams
video games

How to Cite

Kolek, L., Mochocki, M., & Gemrot, J. (2023). Review of Educational Benefits of Game Jams: Participant and Industry Perspective. Homo Ludens, (1(15), 115–140. https://doi.org/10.14746/HL.2022.15.7

Abstract

There are some studies on the educational potential of game jams, but their number seems insufficient given the hundreds of thousands of game jam participants every year. What emerges as the largest research gap is the game industry perspective: its involvement in game jamming and motivations for doing so. This study is a reaction to this research gap. Current research defined some educational benefits of game jams, but how these benefits are relevant for the game industry is radically underresearched. Clarifying this missing link might be essential to the widespread use of game jams as platforms for collaboration between the academia and the game industry. This explorative study answers the following questions: What do we know about the learning outcomes of game jams for participants? How are (or are not) those outcomes relevant for the game industry? How and why do (or do not) video game studios engage with game jams? If so, are the studios also motivated by educational benefits? Our paper is based on a systematic review of resources from 10 academic databases using search operators and pre-defined criteria, and also on direct data collection from the video game industry. The study suggests that game jams can improve soft and hard skills that the video game industry appreciates. Also, the findings suggest that the video game industry is aware of game jams’ educational benefits and that these benefits are one of the main motivators for game companies to get involved in game jams.

https://doi.org/10.14746/HL.2022.15.7
PDF

Funding

This research was co-funded by the Erasmus Programme of the European Union in the GAMEHIGHED Strategic Partnership 2019-1-PL01-KA203-065694. The sole responsibility of this publication lies with the authors. The European Commission or the National Agency (FRSE) are not responsible for any use that may be made of the information contained therein.

References

Arya, A., Chastine, J., Preston, J., & Fowler, A. (2013). An international study on learning and process choices in the global game jam. International Journal of Game-Based Learning (IJGBL), 3(4), 27–46. DOI: https://doi.org/10.4018/ijgbl.2013100103

Aurava, R., Meriläinen, M., Kankainen, V., & Stenros, J. (2021). Game jams in general formal education. International Journal of Child-Computer Interaction, 28, 100274. DOI: https://doi.org/10.1016/j.ijcci.2021.100274

Barák, P., Adamcová, J., Staszkiewicz, M., & Jan, K. (2021). Czech video game industry: Pc, console and mobile game developers. Czech Game Developers Association.

Çatak, G., Bostan, B., Aker, Ç., Akan, E., Gemrot, J., Kolek, L., ... & Schreiber, P. (2020). GAMEHIGHED Initial Report: Output 1: Initial Research & Analysis Report. Higher-ed Programmes for Careers in Game Design & Development (2019–2022).

Černý, V., Gemrot, J., Kolek, L., & Mochocki, M. (2022). Game Jam Organisation Handbook. Prague: GAMEHIGHED.

Cooper, P. (2018). Art direction bootcamp: Inspiring creativity through internal game jams. <https://www.youtube.com/watch?v=V6CyLZSIhm0>. Date of access: 6 November 2022.

De Salas, K., Lewis, I., & Bindoff, I. (2016). Game jams as an opportunity for industry development. In 1st International Joint Conference of DiGRA and FDG (DiGRA/FDG’16) (pp. 1–14).

Faas, T., Liu, I. C., Dombrowski, L., & Miller, A. D. (2019). Jam today, jam tomorrow: Learning in online game jams. Proceedings of the ACM on Human-Computer Interaction, 3(GROUP), 1–27. DOI: https://doi.org/10.1145/3361121

Farhan, E., & Kocher, M. (2016, March). Big Team Game Jams: A framework to emulate big production using game jams with big teams. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events (pp. 1–7). DOI: https://doi.org/10.1145/2897167.2897171

Fowler, A. (2016, March). Informal stem learning in game jams, hackathons and game creation events. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events (pp. 38–41). DOI: https://doi.org/10.1145/2897167.2897179

Fowler, A., Khosmood, F., Arya, A., & Lai, G. (October 2013). The global game jam for teaching and learning. In Proceedings of the 4th Annual Conference on Computing and Information Technology Research and Education New Zealand (pp. 28–34).

Fowler, A., Ni, X., & Preston, J. (September 2018). The pedagogical potential of game jams. In Proceedings of the 19th annual SIG conference on information technology education (pp. 112–116). DOI: https://doi.org/10.1145/3241815.3241862

Fullerton, T. (2019) Game Design Workshop: A Playcentric Approach to Creating Innovative Games. AK Peters/CRC Press.

Global Game Jam (2022). Global Game Jam history. Online: <https://globalgamejam.org/history>. Date of access: 6 November 2022.

Goddard, W., Byrne, R., & Mueller, F. F. (December 2014). Playful game jams: guidelines for designed outcomes. In Proceedings of the 2014 conference on interactive entertainment (pp. 1–10). DOI: https://doi.org/10.1145/2677758.2677778

Hrehovcsik, M., Warmelink, H., & Valente, M. (December 2016). The game jam as a format for formal applied game design and development education. In International Conference on Games and Learning Alliance (pp. 257–267). Springer, Cham. DOI: https://doi.org/10.1007/978-3-319-50182-6_23

IGDA (2008). IGDA Curriculum Framework: The Study of Games and Game Development. International Game Developers Association.

Ingram, C., Chubb, J., Boardman, C., & Ursu, M. (June 2020). Generating real-world impact from academic research: Experience report from a university impact hub. In Proceedings of the IEEE/ACM 42nd International Conference on Software Engineering Workshops (pp. 611–618). DOI: https://doi.org/10.1145/3387940.3391479

Juraschek, M., Büth, L., Martin, N., Pulst, S., Thiede, S., & Herrmann, C. (2020). Event-based education and innovation in Learning Factories – concept and evaluation from Hackathon to GameJam. Procedia Manufacturing, 45, 43–48. DOI: https://doi.org/10.1016/j.promfg.2020.04.057

Kankainen, V., Kultima, A., & Meriläinen, M. (August 2019). Motivations of game jam organizers: Case of Finnish game jam community. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1–8). DOI: https://doi.org/10.1145/3337722.3341840

Kasprzak (2010). Ludum dare 18 results! Online: <https://web.archive.org/web/20100911155204/http://ludumdare.com/compo/2010/09/06/ludum-dare-18-results/>. Date of access: 6 November 2022.

Kultima, A. (2018). Game Design Praxiology. Online: <https://trepo.tuni.fi/handle/10024/103315>. Date of access: 6 November 2022.

Kultima, A., Alha, K., & Nummenmaa, T. (October 2016). Building Finnish game jam community through positive social facilitation. In Proceedings of the 20th international academic mindtrek conference (pp. 433–440). DOI: https://doi.org/10.1145/2994310.2994363

Ludum Dare (2022). Ludum dare 47. Online: <https://ldjam.com/events/ludum-dare/47/stats>. Date of access: 6 November 2022.

Meriläinen, M. (2019). First-timer learning experiences in Global Game Jam. International Journal of Game-Based Learning (IJGBL), 9(1), 30–41. DOI: https://doi.org/10.4018/IJGBL.2019010103

Meriläinen, M., Aurava, R., Kultima, A., & Stenros, J. (2020). Game jams for learning and teaching: A review. International Journal of Game-Based Learning (IJGBL), 10(2), 54–71. DOI: https://doi.org/10.4018/IJGBL.2020040104

Miller, M., DeLuca, J., & Khosmood, F. (March 2019). Can game jams boost confidence and sense of preparedness?. In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019 (pp. 1–5). DOI: https://doi.org/10.1145/3316287.3316296

Mochocki, M. (2018). Game Design Curriculum White Paper 2.0. Online: <https://repozytorium.ukw.edu.pl/handle/item/5723>. Date of access: 6 November 2022.

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., ... & Moher, D. (2021). The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. Systematic reviews, 10(1), 1–11. DOI: https://doi.org/10.1186/s13643-021-01626-4

Pimentel, J., Cockcroft, A., & Andersson, N. (2021a). Game jams for cultural safety training in Colombian medical education: A pilot randomised controlled trial. BMJ open, 11(5), e042892. DOI: https://doi.org/10.1136/bmjopen-2020-042892

Pimentel, J., Cockcroft, A., & Andersson, N. (2021b). Impact of game jam learning about cultural safety in Colombian medical education: A randomised controlled trial. BMC medical education, 21(1), 1–12. DOI: https://doi.org/10.1186/s12909-021-02545-7

Pirker, J., Kultima, A., & Gütl, C. (2016a). The value of game prototyping projects for students and industry. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events (pp. 54–57). DOI: https://doi.org/10.1145/2897167.2897180

Pirker, J., Economou, D., & Gütl, C. (2016b). Interdisciplinary and international game projects for creative learning. In Proceedings of the 2016 ACM conference on innovation and technology in computer science education (pp. 29–34). DOI: https://doi.org/10.1145/2899415.2899448

Preston, J. A., Chastine, J., O’Donnell, C., Tseng, T., & MacIntyre, B. (2012). Game jams: Community, motivations, and learning among jammers. International Journal of Game-Based Learning (IJGBL), 2(3), 51–70. DOI: https://doi.org/10.4018/ijgbl.2012070104

Scott, M. J., Ghinea, G., & Hamilton, I. (2014, October). Promoting inclusive design practice at the Global Game Jam: A pilot evaluation. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings (pp. 1–4). IEEE. DOI: https://doi.org/10.1109/FIE.2014.7044162

Smith, P. A., & Bowers, C. (2016, March). Improving social skills through game jam participation. In Proceedings of the international conference on game jams, hackathons, and game creation events (pp. 8–14). DOI: https://doi.org/10.1145/2897167.2897172

Theo, C. (2021). What I learned from doing a game jam every month for a year…” Online: <https://www.gamasutra.com/blogs/Theo-Clarke/20210128/376613/What_I_learned_from_doing_a_game_jam_every_month_for_a_year.php>. Date of access: 1 July 2021.

Turner, T. A. J., Thomas, L., & Owen, C. (2013, September). Living the indie life: Mapping creative teams in a 48 hour game jam and playing with data. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (pp. 1–10). DOI: https://doi.org/10.1145/2513002.2513039

Valença, G., Lacerda, N., Rebelo, M. E., Alves, C., & de Souza, C. R. (2019, November). On the benefits of corporate Hackathons for software ecosystems – a systematic mapping study. In International Conference on Product-Focused Software Process Improvement (pp. 367–382). Springer, Cham. DOI: https://doi.org/10.1007/978-3-030-35333-9_27