Cultural Games Creation: An Applied Game Jam Model
DOI:
https://doi.org/10.34190/ecgbl.19.1.4032Keywords:
game jams, applied game jam, cultural games, youthAbstract
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.