Game Jams and 'Heavy' Topics: Navigating anxiety through game creation




Wirman, Hanna; Bankler, Jon; Fiadotau, Mikhail; Prax, Patrick; Walliander, Haron; Engström, Henrik; Garda, Maria; Gissurardóttir, Salvor; Grabarczyk, Pawel

N/A

DiGRA Conference

2024

Conference of Digital Games Research Association

2024: Conference Proceedings of DiGRA 2024 Conference: Playgrounds

https://dl.digra.org/index.php/dl/article/view/2217

https://research.utu.fi/converis/portal/detail/Publication/458560284



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.


Last updated on 2025-27-01 at 19:19