WP2 of the EPIC-WE Project marks the launch of its Design-Based Research (DBR) process, divided into two key phases: Analysis and Exploration. The primary objective of WP2 is to lay the theoretical foundation for the project by employing a Systematic Literature Review (SLR) and integrating insights from real-world interventions to develop and refine best practices for cultural and educational game jams.
The present report, D2.1, is the result of tasks 2.1, 2.2, and 2.3 of WP2. It significantly contributes to both theoretical and empirical knowledge on game jams and game-making co-creation practices among Cultural Heritage Institutions (CHI), Creative Industries (CI), Higher Education Institutions (HEI), and youth participants. By exploring game jams as platforms for co-creation, the report helps shape the EPIC-WE approach to designing participatory cultural experiences that integrate cultural values while engaging youth in game-making processes.
Using the PRISMA 2020 method, the SLR conducted in this report addressed the following research questions:
- a) Is there a conceptualization of cultural game jams?
- b) What processes and tools are available for game-making and game jams with youth participation?
- c) Who are the main stakeholders and participants?
- d) Are there innovation frameworks presented in the sources?
- e) How are culture and values embedded in game jams?
Main Insights from the Report
The report offers key insights into how cultural game jams can act as powerful tools for cultural expression, preservation of cultural heritage, and youth engagement. It underscores the potential of game jams to foster creativity and skill development while embedding cultural and social values into game design. The involvement of CHI, CI, HEI, and youth participants enables a rich, interdisciplinary exchange that amplifies the cultural impact of the games produced. The review also highlights effective tools such as Values at Play and Grow-A-Game, which support integrating values and innovation into game-making processes.
Steps Forward
The findings from this report have already been instrumental in guiding the first half of EPIC-WE’s 12 DBR interventions, with 6 interventions successfully completed. These interventions allowed the project to test the best practices identified through the SLR in real-world settings, focusing on youth participation, cultural co-creation, and collaboration among key stakeholders. The success of these interventions provides a valuable feedback loop for the ongoing DBR process, enabling further refinement and adaptation for the remaining interventions.
Looking ahead, the next steps involve scaling the game jam activities by expanding the involvement of cultural institutions, creative industries, and educational bodies, ensuring that the frameworks and tools developed can be adapted to diverse cultural contexts. The focus will also remain on increasing youth engagement and deepening the integration of cultural heritage and values into game jams.
To cite this report:
Costa, C., Fernandes, P., Nunes, I., Gonçalves, M., & Fonseca, M. (2024). State-of-the-Art on game jams and game-making co-creation practices amongst Cultural Heritage Institutions, Creative Industries, Higher Education Institutions and Youth Citizens. (Report No. 1). EPIC-WE Horizon Europe Project DOI: 10.5281/zenodo.13882286