Exploring Cultural Game-Making With Youth: A 20-Year Systematic Review

Video games are part of youth culture and game-making by youth has been studied in relation to knowledge acquisition but to a lesser extent as youth engagement into cultural participation. A Systematic Literature Review (SLR) was conducted to answer the following research questions: (a) Does there exist, in sources, a conceptualisation of cultural game jams? (b) Who are the main stakeholders and participants? (c) What are the outcomes of cultural game jams? From the 68 eligible sources only 13 mention “Cultural themes” and no conceptualisation of “cultural game-making” was found. Youth, as game-makers, are referred mainly as “students,” co-creators with Education institutions, developers, and creative industries. Youth motivation to participate in jams is related with a future career in game development. Models for the design and assessment of the game jams’ achievement, tools to facilitate ideation, and games are the most referred outcomes of game jams.

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Publication Details

Journal
Games and Culture
Published
2025-10-14
DOI
https://doi.org/10.1177/15554120251382358
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Exploring Cultural Game-Making With Youth: A 20-Year Systematic Review

Pedro Fernandes, Kim Holflod, Conceição Costa, Inês Nunes et al.
1 citations
Games and Culture
Educational Games and Gamification
3.44
article

Exploring Cultural Game-Making With Youth: A 20-Year Systematic Review

Pedro Fernandes, Kim Holflod, Conceição Costa, Inês Nunes, Rikke Toft Nørgård, Maria Gonçalves
article en
1 citations

Abstract

Video games are part of youth culture and game-making by youth has been studied in relation to knowledge acquisition but to a lesser extent as youth engagement into cultural participation. A Systematic Literature Review (SLR) was conducted to answer the following research questions: (a) Does there exist, in sources, a conceptualisation of cultural game jams? (b) Who are the main stakeholders and participants? (c) What are the outcomes of cultural game jams? From the 68 eligible sources only 13 mention “Cultural themes” and no conceptualisation of “cultural game-making” was found. Youth, as game-makers, are referred mainly as “students,” co-creators with Education institutions, developers, and creative industries. Youth motivation to participate in jams is related with a future career in game development. Models for the design and assessment of the game jams’ achievement, tools to facilitate ideation, and games are the most referred outcomes of game jams.

Games and Culture
Aarhus University (DK), Universidade Lusófona do Porto (PT), Universidade Lusófona (PT)
Openalex Percentile: Top 7%
Educational Games and Gamification
3.44
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Exploring Cultural Game-Making With Youth: A 20-Year Systematic Review — Pedro Fernandes, Kim Holflod, et al. · Games and Culture (2025) | TGRS Research Map | TGRS