Cultural Games Creation: An Applied Game Jam Model

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.1.4032

Keywords:

game jams, applied game jam, cultural games, youth

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.

Author Biographies

Wilson Almeida, Lusófona University

Wilson Almeida is a Game Designer, teacher at the Videogames Ba, Game Design and Playable Media and Erasmus Mundus REPLAY Master Programmes at Universidade Lusófona, and PhD researcher within game Jam studies. Since 2014 he has been organising game jams, in collaboration with multiple companies, higher education and research institutions, namely Microsoft, Miniclip and the Champalimaud Foundation.

Filipe Luz, Hei-Lab

Filipe Luz (Ph.D. in Communication Sciences) is the Director of the Erasmus Mundus REPLAY-The European Game Design Masters, as also director of the Ma and Ba in Games studies at Lusófona University. Is member of the direction of the R&D unit “Hei-Lab” and is researcher in several International Projects related to media arts and games.

Maria Gonçalves, CICANT / Lusófona University

Maria Gonçalves is a PhD student in Communication Sciences in Lusófona University, and has a masters degree in Journalism and Media Studies from NOVA FCSH. In 2025 she was awarded a FCT-Studentship to work on her thesis, which explores independent media and their contribution to democracy.

Inês Nunes, CICANT / Lusófona University

Inês Nunes is a 24-year-old researcher with a Master’s degree in Applied Neuropsychology from Lusófona University and a Bachelor’s degree in Psychological Sciences from ISPA. She has contributed to projects such as EPIC-WE (Horizon Europe) and PlayersAll (FCT funded), and has presented at international conferences including Ibercom, ECREA, and ECGBL.

Maria Micaela Fonseca, Hei-Lab / Lusófona University

Maria Micaela Fonseca holds a BSc in Physics Engineering and a PhD in Physics from NOVA University Lisbon. She is Vice-Director of the HEI-Lab research unit at Lusófona University, where she leads research on serious games and game AI. She coordinates the HEI-Lab WIN Lab and co-founded the Games and Social Impact Media Lab and  the IJGSI journal.

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Published

2025-09-26