Game Jams and 'Heavy' Topics: Navigating anxiety through game creation
Keywords:
game jams, games education, pedagogy, sustainability, game design, game development, serious gamesAbstract
This study investigates the prospect of integrating sustainability issues into game development education by reporting experiences from two Nordic Alliance for Sustainability in Gaming (NASG) events. The paper highlights the importance of offering a social, creative environment in which the process of jamming is emphasized over results. We unpack the potential of game jams to be used for teaching subjects other than game development itself, particularly in relation to complex, anxiety provoking topics such as sustainability. Based on data consisting of participant reflections on their own moods and gained insights throughout the course of the jam, the research reveals a clear change in attitudes among the participants as they move on in their creative process. The study concludes that game jams, as activities defined by high levels of creativity and social engagement, is a powerful educational tool for approaching heavy topics while still letting participants cope with, and even empower them to address such complex issues.Downloads
Published
2024-09-30
Bibtex
@Conference{digra2217, title ="Game Jams and 'Heavy' Topics: Navigating anxiety through
game creation", year = "2024", author = "Wirman, Hanna and Bankler, Jon and Fiadotau, Mikhail and Prax, Patrick and Walliander, Haron and Engström, Henrik and Garda, Maria and Gissurardóttir, Salvor and Grabarczyk, Pawel", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2217}", booktitle = " Conference Proceedings of DiGRA 2024 Conference: Playgrounds"}
Proceedings
Section
Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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