Games are part of youth culture. Youth game-making has been extensively documented in relation to learning. Higher Education and the game industry increasingly recognise the contribution of game jams to encourage creativity and promote problem solving skills in a context of time pressure. A Systematic Literature Review (SLR) was conducted to answer: how game-making and game jams have been enabling youth participation in society and culture? From the 68 sources analysed under the EPIC-Project, only 24 (35,29%) were related to game-making and game jams involving youth participation in society and culture, therefore included in the present study. In what respects game jams, with a typical frame duration of 48-h, workshops and lectures on the theme, before the gam jam were included, since learning a serious theme needs time. Only 6 in 24 sources (25%) mention the inclusion of youth participants and, as positive results, game jams are tools to educate the younger generation on participation in society and culture, design and technology.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Game Jams and Game-Making with a Societal and Cultural Agenda for Youth

  • Conceição Costa,
  • Maria Gonçalves,
  • Inês Nunes,
  • Pedro Fernandes

摘要

Games are part of youth culture. Youth game-making has been extensively documented in relation to learning. Higher Education and the game industry increasingly recognise the contribution of game jams to encourage creativity and promote problem solving skills in a context of time pressure. A Systematic Literature Review (SLR) was conducted to answer: how game-making and game jams have been enabling youth participation in society and culture? From the 68 sources analysed under the EPIC-Project, only 24 (35,29%) were related to game-making and game jams involving youth participation in society and culture, therefore included in the present study. In what respects game jams, with a typical frame duration of 48-h, workshops and lectures on the theme, before the gam jam were included, since learning a serious theme needs time. Only 6 in 24 sources (25%) mention the inclusion of youth participants and, as positive results, game jams are tools to educate the younger generation on participation in society and culture, design and technology.