skip to main content
10.1145/2897167.2897180acmotherconferencesArticle/Chapter ViewAbstractPublication Pagesgjh-n-gcConference Proceedingsconference-collections
short-paper

The Value of Game Prototyping Projects for Students and Industry

Authors Info & Claims
Published:13 March 2016Publication History

ABSTRACT

Game prototyping projects and various types of game development events teach different skills important for working in industry. This includes aspects such as advancing development and project management skills, but also improved effort estimations, first prototypes for portfolios, and strengthening networking and communication skills. Other prospects of such efforts can also be support for and the strengthening of local industry by connecting and training new talents, opening recruiting possibilities, and building a vivid and strong local developers network. In recent years, we have run different types of game prototyping projects in different settings at Graz University of Technology. These have included traditional digital 48-hour game jams, analog jams, development projects running for some months, and projects with an interdisciplinary and international setting. Each format supports different learning goals and has different potentials to bridge industry and academia. In this paper we summarize different benefits of the different formats and compare their potential to support (computer science) students in learning different aspects important for their future career and discuss general aspects related to game jams with potential for strengthening the local industry.

References

  1. Bayliss, J. D., and Strout, S. 2006. Games as a Flavor of CS1 (Vol. 38, No. 1, pp. 500--504). ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Fullerton, T., Swain, C., & Hoffman, S. 2004. Game design workshop: Designing, prototyping, & playtesting games. CRC Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. El-Nasr, M. S., and Smith, B. K. 2006. Learning through game modding. Computers in Entertainment (CIE), 4(1), 7. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Fowler, A., Khosmood, F., Arya, A., and Lai, G. 2013. The global game jam for teaching and learning. In Proc. of the 4th Annual Conference on Computing and Information Technology Research and Education New Zealand.Google ScholarGoogle Scholar
  5. Preston, J. A., Chastine, J., O'Donnell, C., Tseng, T., and MacIntyre, B. 2012. Game jams: Community, motivations, and learning among jammers. International Journal of Game-Based Learning (IJGBL), 2(3), 51--70.Google ScholarGoogle ScholarCross RefCross Ref
  6. Develop Online. 2015. What do you get out of a game jam?. Retrieved from www.deve1op.net/1M5uZVGGoogle ScholarGoogle Scholar
  7. Gamasutra. 2015. Why Should Your Participate in Game Jams. From www.gamasutra.com/blogs/StasKorotaev/20151123/260043/Google ScholarGoogle Scholar
  8. Vungle. 2015. Ready, Set, Jam: The Creative Benefits of Game Jams. From www.vungle.com/blog/2015/09/24Google ScholarGoogle Scholar
  9. Kultima, A. 2015. Defining Game Jam. In Proc. of Foundations of Digital Games Conference (Vol. 15).Google ScholarGoogle Scholar
  10. Fowler, A., Lai, G., Studios, K., and Khosmood, F. 2015. Trends in Organizing Philosophies of Game Jams and Game Hackathons. GJ Workshop. FDG2015.Google ScholarGoogle Scholar
  11. Goddard, W., Byrne, R., and Mueller, F. 2014. Playful Game Jams: Guidelines for Designed Outcomes. IE2014, D. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Luton, W., Gamasutra. 2013. Making Better Games Through Iteration. From www.gamasutra.com/view/feature/132554Google ScholarGoogle Scholar
  13. Arya, A., Chastine, J., Preston, J., and Fowler, A. 2013. An international study on learning and process choices in the global game jam. International Journal of Game-Based Learning (IJGBL), 3(4), 27--46.Google ScholarGoogle ScholarCross RefCross Ref
  14. Fowler, A., Khosmood, F., and Arya, A. 2013. The evolution and significance of the Global Game Jam. In Proc. of the Foundations of Digital Games Conference (Vol. 2013).Google ScholarGoogle Scholar
  15. Zook, A. and Riedl, M. O. 2013 Game conceptualization and development processes in the global game jam. In Workshop Proc. of the Foundations of Digital Games Conference.Google ScholarGoogle Scholar
  16. Reng, L., Schoenau-Fog, H., and Kofoed, L. B. 2013. The motivational power of game communities-engaged through game jamming. In Proc. Foundations of Digital Games Conference.Google ScholarGoogle Scholar
  17. Turner, J., Thomas, L., and Owen, C. 2013 Living the indie life: Mapping creative teams in a 48 hour game jam and playing with data. In Proc. of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, New York, NY, USA, ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Pirker, J., Economou, D., and Guetl, C. 2016. Interdisciplinary and International Game Projects for Creative Learning. In Proc. of the 2015 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '15). ACM (in press).Google ScholarGoogle Scholar
  19. Tyni, H. and Sotamaa, O. 2014. Assembling a game development scene? Uncovering Finland's largest demo party. GAME. Issue 3. 2014. 109--119.Google ScholarGoogle Scholar
  20. Jørgensen, K., Sandqvist, U., & Sotamaa, O. 2015. From Hobbyists to Entrepreneurs: On the Formation of the Nordic Game Industry. In Convergence. doi: 10.1177/1354856515617853Google ScholarGoogle Scholar
  1. The Value of Game Prototyping Projects for Students and Industry

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        GJH&GC '16: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events
        March 2016
        70 pages
        ISBN:9781450340830
        DOI:10.1145/2897167

        Copyright © 2016 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 13 March 2016

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • short-paper
        • Research
        • Refereed limited

        Acceptance Rates

        GJH&GC '16 Paper Acceptance Rate14of35submissions,40%Overall Acceptance Rate14of35submissions,40%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader