A new EPIC research article, titled “Cultural Game Jam Model: A Quadruple Helix Intervention,” co-authored by Filipe Luz, Wilson Almeida, Pedro Fernandes, & Micaela Fonseca, has been published in the Proceedings of the 18th European Conference on Games Based Learning.
Cultural Game Jams empower Youth to participate through ideating cultural worlds, by creating and exchanging cultural values and heritage through game-making (game jams experience), within the Quadruple Helix (QH) Cultural Innovation Ecosystem. The study is focused on the specific presence of jammers at the game jam venue, within the cultural spaces and cultural agents. It describes the development of unique Game Jams by applying the QH model, thus linking a municipality region, a games company, university researchers, and a youth focus group to foster the production of games for culture and games through culture. With extensive experience in organising game jams since 2014, the researchers focused on youth empowerment and cultural jams in their literature review. This review shaped the project research protocols, and defined a model for the four game jams to be held from 2024 to 2025. This model is based on the following steps: student recruitment; Pre-Game Jam with the theme reveal and ideation; Game Jam activities and conditions; Reflection Day; Data collection; Post-Mortem analysis; CCIs games evaluation; and future outcomes.
You can find the full article here
How to cite: Luz, F., Almeida, W., Fernandes, P., & Fonseca, M. (2024). Cultural Game Jam Model: A Quadruple Helix Intervention. In Proceedings of the 18th European Conference on Games Based Learning, 18(1), 46–54. https://doi.org/10.34190/ecgbl.18.1.2642