Game Jams and 'Heavy' Topics: Navigating anxiety throughgame creation

This study investigates the prospect of integrating sustainability issues into game development education by reporting experiences from two Nordic Alliance for Sustainability in Gaming (NASG) events. The paper highlights the importance of offering a social, creative environment in which the process of jamming is emphasized over results. We unpack the potential of game jams to be used for teaching subjects other than game development itself, particularly in relation to complex, anxiety provoking topics such as sustainability. Based on data consisting of participant reflections on their own moods and gained insights throughout the course of the jam, the research reveals a clear change in attitudes among the participants as they move on in their creative process. The study concludes that game jams, as activities defined by high levels of creativity and social engagement, is a powerful educational tool for approaching heavy topics while still letting participants cope with, and even empower them to address such complex issues.

Authors

Publication Details

Published
2024-09-30
DOI
https://doi.org/10.26503/dl.v2024i1.2217
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79

Funders

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article

Game Jams and 'Heavy' Topics: Navigating anxiety throughgame creation

Patrick Prax, Paweł Grabarczyk, Mikhail Fiadotau, Maria B. Garda et al.
1 citations
Educational Games and Gamification
0.79
article

Game Jams and 'Heavy' Topics: Navigating anxiety throughgame creation

Patrick Prax, Paweł Grabarczyk, Mikhail Fiadotau, Maria B. Garda, Hanna Wirman, Henrik Engström, Jon Bankler, Haron Walliander, Salvor Gissurardóttir
article en
1 citations

Abstract

This study investigates the prospect of integrating sustainability issues into game development education by reporting experiences from two Nordic Alliance for Sustainability in Gaming (NASG) events. The paper highlights the importance of offering a social, creative environment in which the process of jamming is emphasized over results. We unpack the potential of game jams to be used for teaching subjects other than game development itself, particularly in relation to complex, anxiety provoking topics such as sustainability. Based on data consisting of participant reflections on their own moods and gained insights throughout the course of the jam, the research reveals a clear change in attitudes among the participants as they move on in their creative process. The study concludes that game jams, as activities defined by high levels of creativity and social engagement, is a powerful educational tool for approaching heavy topics while still letting participants cope with, and even empower them to address such complex issues.

European Commission, Uppsala Universitet, Erasmus+
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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Game Jams and 'Heavy' Topics: Navigating anxiety throughgame creation — Patrick Prax, Paweł Grabarczyk, et al. · (2024) | TGRS Research Map | TGRS