Repository

Nørgård, R.T., Holflod, K., Carayannis, E. (2026, in press). The Hubversity: Placeful Universities in Quadruple Helix QH Cultural Hubs. In: Tavadze, G., Gibbs, P., Greenwood, D., & Bengtsen, S. S. E. (2024). Towards the Placeful University: Transformative Places and Spaces in Higher Education. Springer. https://link.springer.com/book/9789819210008?srsltid=AfmBOoqrqIia0Zls7IhO34u4FPMH6WGtkQD62Jd5bsA-cxddaRM0Q6kN
Krawczyk, S., Nørgård, R. T., Holflod, K., Groen, M., Lopes, P. (2026, accepted). Games with Culture: Using Cultural Heritage as Game-Making Material. In Conference Proceedings of DiGRA 2026: Intersectional Pleasures. Digital Games Research Association-DiGRA.
Holflod, K., Gaetano, C. D., Costa, C., Luz, F., Groen, M., & Nørgård, R. T. (2026). Game-Making for Cultural Change and Empowered Youth Participation. Journal of Computer Assisted Learning42(2). https://doi.org/10.1002/jcal.70197
Costa, C., Gonçalves, M., Nunes, I., Fernandes, P. (2026). Game Jams and Game-Making with a Societal and Cultural Agenda for Youth. In: Rocha, Á., García-Peñalvo, F.J., Gonçalves, R., García-Holgado, A., Moreira, F. (eds) Proceedings of 19th Iberian Conference on Information Systems and Technologies (CISTI 2024). CISTI 2024. Lecture Notes in Networks and Systems, vol 1752. Springer, Cham. https://doi.org/10.1007/978-3-032-12885-0_16
De Assis, F., Costa, M., Gonçalves, M., Nunes, I. (2025). Heroes, Helpers, and Villains: Representations of the Carnation Revolution through Cultural Game Jam Outputs. International Journal of Games and Social Impact, 3-25, pp. 84-101. DOI: 10.60543/ijgsi.v3.n2.04
https://revistas.ulusofona.pt/index.php/ijgsi/article/view/10467/6116
Holflod, K., Eriksson, E., Hansen, E. A. (2025). Designing with Ambiguity: Iterating Equity in Game Jam Design. International Journal of Games and Social Impact, 3-25, pp. 54-83. DOI: 10.60543/ijgsi.v3.n2.03
https://revistas.ulusofona.pt/index.php/ijgsi/article/view/10432
Costa, C., Nørgård, R.T. (2025). Editorial: Games with a Societal Agenda, Values and Culture. International Journal of Games and Social Impact, 3-25, pp. 4-11. DOI: 10.60543/ijgsi.v3.n2.editorial
https://revistas.ulusofona.pt/index.php/ijgsi/article/view/10917/6113
Costa, C., Holflod, K., Nørgård, R. T., Gonçalves, M., Nunes, I., & Fernandes, P. (2025). Exploring Cultural Game-Making With Youth: A 20-Year Systematic Review. Games and Culture, 0 (0). https://doi.org/10.1177/15554120251382358
Almeida, W., Luz, F., Nunes, I., Fonseca, M. (2025). Óbidos Lagoon Sustainability and Biodiversity – SDG Game Jam Model in EDULEARN25 Proceedings, p:2956-2964. https://doi.org/10.21125/edulearn.2025.0804
Almeida, W., Luz, F., Gonçalves, M., Nunes, I. & Fonseca, M. (2025). Cultural Games Creation: An Applied Game Jam model in Proceedings of the 19th European Conference on Games Based Learning (ECGBL2025).  https://doi.org/10.34190/ecgbl.19.1.4032 
Nørgård, R.T.; Holflod, K.; Eriksson, E.; Hansen, E. A. (2025). Cultural Game Jams: Inclusive, pluriversal, and
transversal design approaches in game jams. Paper presented at NordMedia 2025, Odense, Denmark. https://pure.au.dk/portal/en/publications/cultural-game-jams-inclusive-pluriversal-and-transversal-design-a
Nørgård, R. T., & Holflod, K. (2024). Meeting in the middle: Cultural co-creation, transformative partnerships, and ecosystems for public good. Educational Philosophy and Theory, 1–16. https://doi.org/10.1080/00131857.2024.2384722
Eriksson, E., Holflod, K., & Nørgård, R.T. (2024). Jamming with Culture – Piloting Cultural Game Jam with Youth. In Proceedings of the 23rd Annual ACM Interaction Design and Children Conference (IDC ’24). Association for Computing Machinery, New York, NY, USA, 945–950. https://doi.org/10.1145/3628516.3659424
Gonçalves, M., Nunes, I., Fernandes, P., & Costa, C. (2024). What is “Learning” in Serious Game Jams? A Systematic Literature Review. In Proceedings of the 18th European Conference on Games Based Learning, 18(1), 304–311. https://doi.org/10.34190/ecgbl.18.1.2673
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
Holflod, K., Nørgård, R. T., & Eriksson, E. (2024) Community, Socialisation, and Empowerment in Cultural Game Jams with Youth Citizens. In Proceedings of the 18th European Conference on Games Based Learning, 18 (1), 395-402. https://doi.org/10.34190/ecgbl.18.1.2812
Eriksson, E., Holflod, K., & Nørgård, R. T. (2024). Creative toying with cultural heritage in game jams. In Proceedings of the 8th International Conference on Game Jams, Hackathons and Game Creation Events (ICGJ ’24) (pp. 9–16). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3697789.3697795
Eriksson, E., Costa, C., Goncalves, M., Nunes, I., Groen, M., Niederer, S., Holflod, K., & Nørgård, R. T. (2025). Cultural game jams with youth: A multiple-site case study. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’25), April 26-May 1, 2025, Yokohama, Japan (8 pages). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3706599.3706667

By clicking here, you can also access all EPIC-WE deliverables on ZENODO

Games for Culture Expo CatalogueBrowse all of EPIC-WE’s Games for Culture Here
Games through Culture Expo CatalogueBrowse all of EPIC-WE’s Games through Culture Here
D2.1Report on good practices: Game jams and game-making co-creation practices amongst Cultural Heritage Institutions, Creative Industries, Higher Education Institutions and Youth Citizens
D2.2State of the Art in game jams and game-making co-creation practices amongst Cultural Heritage Institutions, Creative Industries, Higher Education Institutions and Youth Citizens
D2.3Synthesis of EPIC-WE Outcomes




D3.1




D3.2







D3.3
Protocols for carrying out cultural game jams in local sites
Protocol 1: Quadruple Helix Cultural Innovation
Protocol 2: Cultural Game Jam Kit
Protocol 3: EPIC-WE Research Protocol for Cultural Game Jams in Local Sites
Protocol 4: EPIC-WE Practical Protocol for Cultural Game Jams in Local Sites

Protocol 1: Quadruple Helix Cultural Innovation. EPIC-WE Quadruple Helix Cultural Ecosystems and Cultural Hubs (Final protocol)
Protocol 2: Cultural Game Jam Kit. EPIC-WE Cultural Game Jam Processes, Phases, Methods, and Tools  (Final protocol)
Protocol 3: EPIC-WE Research Protocol for Cultural Game Jams in Glocal Sites (Final protocol)
Protocol 4 EPIC-WE Practical Protocol for Cultural Game Jams in Glocal Sites (Final Protocol)

Report on Insights from the Design and Construction of Ecosystems and Game Jams. Quadruple Helix Cultural Hubs, Cultural Game Jams, and Games through & for Culture
D4.1


D4.2
Report on Game-Making Interventions with Youth in Cultural Heritage Institution

Report on Quadruple Helix Operationalisation
D5.1Introduction to EPIC-WE Ecosystems and Design Kits

Establishing Quadruple Helix Cultural Hubs – Core Framework

Connecting Quadruple Helix Cultural Hubs Glocal Ecosystems

Cultural Game Jam Kit Core Framework

Cultural Game Jam: Expansion Pack

Cultural Game Jam Kit: Capacity Building

Facilitators Handbook
D5.2EPIC-WE Games Collection
D6.1First Policy Briefs
D6.2Second Policy Brief
D6.3Third Policy Brief
D6.4Report on Impact of Game Jams
D6.5EPIC-WE Impact Guidebook
D7.7Report on Policy Advocacy
D7.8Report on Final Conference
D7.9Report on Local and External Sites Concluding Events
Workshop RecordingsWorkshop 1: Cultural Hubs and Living Labs
Workshop 2: Youth as Game-Makers and Culture-Makers
Workshop 3: Gaming and Cultural Innovation
Workshop 4: Diversity and Inclusion in Games
Workshop 5: Policy-making in CCIs
Workshop 6: EPIC-WE in action
Webinar RecordingsWebinar 1: Welcome to EPIC-WE
Webinar 2: Games for and through Culture
Webinar 3: Cultural Game Jams
Webinar 4: Cultural Innovation and New Ecosystems
Webinar 5: Empowered Youth Participation through EPIC-WE
Webinar 6: Turning Culture Into Games – A User Guide

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