Accepted Papers: The Inaugural workshop on the Global Game Jam (GGJ '13)


Authors Allan Fowler, Ali Arya, and Foaad Khosmood
Title The Evolution and Significance of the Global Game
Abstract The Global Game Jam (GGJ) is the world's largest game development activity (game jam). Every year since 2009, thousands of computer game enthusiasts participate in this forty-eight hour challenge to make games around the same theme. While game jams, hackathons, and game festivals existed before GGJ, and continue to proliferate, GGJ 2009 was perhaps the first time such events were held in multiple physical spaces (23 countries) at the same time. In this paper, we track the growth of GGJ using multiple dimensions, and discuss the research and teaching potentials and challenges of this popular activity.
Authors Lars Reng, Henrik Schoenau-Fog, and Lise Busk Kofoed
Title The Motivational Power of Game Communities - Engaged through Game Jamming 
Abstract Game jams have become a rapid growing phenomenon. Every year brings new and larger game jams. In this study, we closely followed the world's largest single location game jam in order to explore the engagement among participants. The authors joined the organizing group of the Nordic Game Jam 2013, and gained a favorable opportunity to observe the 470 game developers efforts during the 48 hours of non-stop development. The paper presents he results of two surveys conducted just before and after the event as well as observations during the game jam. The main motivational factors among participants were to develop games and to meet new people. We believe that the community building as well as the motivation and engagement due to social aspects and the desire to learn more about game development among participants at such events might have beneficial ripple effects, which are valuable to investigate more closely.
Authors Michael Scott and Gheorghita Ghinea
Title Promoting Game Accessibility: Experiencing an Induction on Inclusive Design Practice at the Global Games Jam
Abstract The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic.
Authors Alexander Zook and Mark Riedl
Title Game Conceptualization and Development Processes in the Global Game Jam
Abstract The Global Game Jam provides a unique opportunity to study time-constrained game development at a massive scale. We administered a free-response survey to 2013 Global Game Jam participants about their game development process. Categorized responses show: (a) participants use diverse inpirations; (b) set goals for their personal bene t, the impact on game players, and structure of the game system; (c) rarely employ traditional prototyping; and (d) evolve their games by scoping down many ideas, grounding a vague idea through implementation, and iteratively expanding a simple core game. We discuss next steps to gain more in-depth information about design processes.
Author Shinji R. Yamane
Title Adaptability of the Global Game Jam: A Case Study in Japan
We report how the Global Game Jam was introduced in Japan. Introducing events like the Global Game Jam can assist in promoting the bene ts of new methods and technologies to the developers, educators, and students throughout the world. In our case, many Japanese jam attendees were not well-acquainted with the practice of the participatory design or prototyping well before the Global Game Jam. To raise awareness at the Global Game Jam about those key elements, local site organizers tried to not only o er backgrounds but also to emphasize some game jam strategies.