EPIC-WE had a great time at the 18th European Conference on Games Based Learning!
With three academic papers and one keynote panel presentation by the Óbidos and Aarhus hubs, EPIC-WE had a strong representation.
- Wilson Almeida, Filipe Luz, Pedro Fernandes, and Maria Fonseca presented their paper on: Cultural Game Jam Model: A Quadruple Helix Intervention.
https://papers.academic-conferences.org/index.php/ecgbl/article/view/2642/2517
This paper focuses on how Cultural Game Jams empower youth to create and exchange cultural values through game-making within a Quadruple Helix Cultural Innovation Ecosystem. The ongoing research, based on the first Óbidos Cultural Game Jam with 26 participants and 8 games produced, highlights the effectiveness of the model in fostering cultural engagement, with recommendations for future improvements to deepen the cultural themes explored.
- Maria Gonçalves, Inês Nunes, Pedro Fernandes, and Conceição Costa presented their paper on: What is “Learning” in Serious Game Jams? A Systematic Literature Review
https://papers.academic-conferences.org/index.php/ecgbl/article/view/2673/2581
Game jams, where participants create games within a set time frame, are increasingly recognized for their educational value, with learning being a key motivator for participation. This article presents a systematic literature review of 10 studies focused on the learning goals of game jams, highlighting the varied conceptualizations of learning and methodologies used, particularly in serious and cultural game jams, which promote engagement with social issues, culture, and science.
- Kim Holflod, Rikke Toft Nørgård, and Eva Eriksson presented their paper on: Community, Socialisation, and Empowerment in Cultural Game Jams with Youth Citizens.
https://papers.academic-conferences.org/index.php/ecgbl/article/view/2812/2591
This paper examines the social and collaborative aspects of EPIC-WE Cultural Game Jams, focusing on transdisciplinary co-creation between cultural heritage institutions, creative industries, higher education, and youth (ages 16-25). Using qualitative research, it demonstrates how co-creating games in cultural heritage contexts fosters youth empowerment, social learning, and cultural socialization, while offering new forms of cultural participation and community building.
Finally, Rikke Toft Nørgård, Associate Professor at Aarhus University and Project Coordinator of EPIC-WE, was part of a panel discussion (Day 2) on Global Trends in Game Education, also focusing on the growing collaboration between Industry and Academia.