Cultural Games Creation: An Applied Game Jam Model

The present study conducts an important analysis of the operationalisation of a theoretical framework for applied game jams to cultural purposes, the Applied Cultural Jam Model, aiming to encourage youth (18-28 years of age) to develop games with and for culture. Building upon the initial study presented at ECGBL24 (Almeida et al., 2024), this work introduces significant new insights derived from the analysis of three EPIC-WE Cultural Game Jams (ECGJ#01-03) conducted between February 2024 and February 2025. These events involved 71 university students, 21 facilitators, and 4 observers, culminating in the creation of 24 games designed for cultural and educational purposes. Using the Applied Jam Framework (AJF), a holistic model proposed by Reid et al. (2020), the ECGJ considers the four AJF dimensions to enable participants to embed the cultural themes of each game jam: (i) fostering a creative environment (Problem Space); (ii) involvement of cultural stakeholders in the design and participation of the game jam (Jam Design); (iii) achievement of intended outcomes, participation and experience feedback (Jam Delivery and Outcomes); (iv) post-mortem analysis, compiling and disseminating outcomes, achievements, difficulties, and opportunities during the game jam (Follow-On Opportunity). This study ensures the proper application and analysis of the model, leading to significant results derived from the assessment of participant performance (through semi-structured interviews, questionnaires and observation grids), the influence of stakeholders (game jam design with active participation of facilitators), contributing to the model adjustments and iterations throughout the three game jams.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.1.4032
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Cultural Games Creation: An Applied Game Jam Model

Filipe Luz, Inês Nunes, Maria Micaela Fonseca, Wilson Almeida et al.
European Conference on Games Based Learning
Educational Games and Gamification
article

Cultural Games Creation: An Applied Game Jam Model

Filipe Luz, Inês Nunes, Maria Micaela Fonseca, Wilson Almeida, Maria Gonçalves
article en

Abstract

The present study conducts an important analysis of the operationalisation of a theoretical framework for applied game jams to cultural purposes, the Applied Cultural Jam Model, aiming to encourage youth (18-28 years of age) to develop games with and for culture. Building upon the initial study presented at ECGBL24 (Almeida et al., 2024), this work introduces significant new insights derived from the analysis of three EPIC-WE Cultural Game Jams (ECGJ#01-03) conducted between February 2024 and February 2025. These events involved 71 university students, 21 facilitators, and 4 observers, culminating in the creation of 24 games designed for cultural and educational purposes. Using the Applied Jam Framework (AJF), a holistic model proposed by Reid et al. (2020), the ECGJ considers the four AJF dimensions to enable participants to embed the cultural themes of each game jam: (i) fostering a creative environment (Problem Space); (ii) involvement of cultural stakeholders in the design and participation of the game jam (Jam Design); (iii) achievement of intended outcomes, participation and experience feedback (Jam Delivery and Outcomes); (iv) post-mortem analysis, compiling and disseminating outcomes, achievements, difficulties, and opportunities during the game jam (Follow-On Opportunity). This study ensures the proper application and analysis of the model, leading to significant results derived from the assessment of participant performance (through semi-structured interviews, questionnaires and observation grids), the influence of stakeholders (game jam design with active participation of facilitators), contributing to the model adjustments and iterations throughout the three game jams.

European Conference on Games Based LearningVol. 19(1)
Hefei University (CN), Universidade Lusófona (PT)
Fundação para a Ciência e a Tecnologia
Openalex Percentile: Top 56%
Educational Games and Gamification
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