Cultural Game Jams with Youth: A Multiple-Site Case Study

In this paper, we present a multiple-site case study to illustrate the similarities and differences in cultural game jam design with youth in situated research contexts. The aim is to provide the reader with an insight into the problem space, jam design, outcomes and opportunities of a set of linked, yet individual, studies from several different contexts and countries. The cases provide a platform to think about how game jam studies might be collectively reported and evaluated even when they are carried out in different ways. The contribution is an illustration of differentiated replication in multiple cultural game jam studies with youth in different countries. The reflections on replication and differentiation is of interest for cultural game jam activities to empower youth’s cultural participation through technology design.

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Published
2025-04-23
DOI
https://doi.org/10.1145/3706599.3706667
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Cultural Game Jams with Youth: A Multiple-Site Case Study

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Educational Games and Gamification
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Cultural Game Jams with Youth: A Multiple-Site Case Study

Kim Holflod, Conceição Costa, Inês Nunes, Sabine Niederer, Maarten Groen, Eva Eriksson, Rikke Toft Nørgård, Maria Gonçalves
article en

Abstract

In this paper, we present a multiple-site case study to illustrate the similarities and differences in cultural game jam design with youth in situated research contexts. The aim is to provide the reader with an insight into the problem space, jam design, outcomes and opportunities of a set of linked, yet individual, studies from several different contexts and countries. The cases provide a platform to think about how game jam studies might be collectively reported and evaluated even when they are carried out in different ways. The contribution is an illustration of differentiated replication in multiple cultural game jam studies with youth in different countries. The reflections on replication and differentiation is of interest for cultural game jam activities to empower youth’s cultural participation through technology design.

Aarhus University (DK), Amsterdam University of Applied Sciences (NL), Universidade Lusófona (PT)
HORIZON EUROPE Framework Programme
Openalex Percentile: Top 92%
Educational Games and Gamification
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