The First Romanian Academic Game Jam – The Systematization of the Working Process

This paper aims to describe the process of turning a public event such as a game jam into a formal one. Preceded by a short history and definitions around this term, specific rules and methods are presented. It also explains the importance of establishing gaming events such as game jams at the heart of the academic medium, thereby bringing students, teachers and professional game developers together at the same table. Furthermore, the research of this process is directed towards the context of the Romanian gaming industry and the game curriculum offered by universities. The range of offers in the Romanian academic gaming landscape is still barren compared to the industry’s present-day development and its growing requirements. Thus, any initiative in this framework represents a step forward in developing a strong scholarly collective not just for the formation of the students, but also for improving the quality and originality of future games. From every angle one may look at the situation, these events could be a key that unlocks a myriad of doors.

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Publication Details

Journal
CONCEPT
Published
2025-03-04
DOI
https://doi.org/10.37130/qbmz8z85
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

The First Romanian Academic Game Jam – The Systematization of the Working Process

Diana Dragomir
CONCEPT
Educational Games and Gamification
article

The First Romanian Academic Game Jam – The Systematization of the Working Process

Diana Dragomir
article en

Abstract

This paper aims to describe the process of turning a public event such as a game jam into a formal one. Preceded by a short history and definitions around this term, specific rules and methods are presented. It also explains the importance of establishing gaming events such as game jams at the heart of the academic medium, thereby bringing students, teachers and professional game developers together at the same table. Furthermore, the research of this process is directed towards the context of the Romanian gaming industry and the game curriculum offered by universities. The range of offers in the Romanian academic gaming landscape is still barren compared to the industry’s present-day development and its growing requirements. Thus, any initiative in this framework represents a step forward in developing a strong scholarly collective not just for the formation of the students, but also for improving the quality and originality of future games. From every angle one may look at the situation, these events could be a key that unlocks a myriad of doors.

CONCEPTVol. 29(2)
National University of Theatre and Film I.L. Caragiale (RO)
Openalex Percentile: Top 96%
Educational Games and Gamification
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