Recent years have witnessed a rise in Game Jams - organized events to create playable prototypes in a very short time frame. Game Jams offer a unique and quick way to prototype games. Beyond that, we believe Game Jams can also be seen as a design research method, situated in the research-through-design tradition, to create knowledge in a fast-paced, collaborative environment. The goal of this Game Jam is thus twofold: first, participants will use the Game Jam approach to investigate a research question; second, participants can, through actual practice, identify advantages and disadvantages of Game Jams as a research method. Hereby the Game Jam workshop provides a unique opportunity for HCI practitioners and researchers to gain experience in applying game-oriented methods for research.
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This paper introduces the design and results of an applied game jam integrated in a game design and development curriculum, which took place February 2016 at HKU University of the Arts Utrecht in the Netherlands. The game jam followed a four-phased structure over the course of four days. Forty-five participants shared their demographics, baseline competency, attitude towards game jams, and learning expectations in a pre-jam questionnaire. In a post-jam questionnaire they assessed their collaboration and learning outcomes. Results are generally positive, although some measures of collaboration constructs were unreliable. Nevertheless, a game jam is in principal a format worthy of introduction into formal game design and development education. Several implications and next steps are discussed.
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This paper introduces the design and results of an applied game jam integrated in a game design and development curriculum, which took place February 2016 at HKU University of the Arts Utrecht in the Netherlands. The game jam followed a four-phased structure over the course of four days. Forty-five participants shared their demographics, baseline competency, attitude towards game jams, and learning expectations in a pre-jam questionnaire. In a post-jam questionnaire they assessed their collaboration and learning outcomes. Results are generally positive, although some measures of collaboration constructs were unreliable. Nevertheless, a game jam is in principal a format worthy of introduction into formal game design and development education. Several implications and next steps are discussed.
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How can city games staged in public spaces activate citizens around the theme of the circular economy? That was the central question explored in the Games for Cities training school and game jam that took place October 10-14 in Amsterdam. The event was organized as part of the Games for Cities project, in close cooperation with the Play & Civic Media research group at the Amsterdam University of Applied Sciences and the EU COST Action TU 1306 Cyberparks.
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What obstacles for game designers arise from the tension between gathering data from citizens and addressing a non-digital but spatially defined audience? This question arose during the Games for Cities game jam held on the 22nd and 23rd of march at the Designhuis in Eindhoven. A collaboration between Games for Cities, Het Nieuwe Instituut through the DATAstudio, the Municipality of Eindhoven, and the Design Academy of Eindhoven offered three groups of design specialists, inhabitants, researchers, and others that would take on a design challenge offered by the municipality.
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How do you design useful games for a neighborhood that houses about 170 different nationalities? This question shaped The Inclusive City Game Jam held on the 23rd and 24th of November 2016 in the Stadstuin Klopvaart in the Utrecht neighborhood of Overvecht. Briefed by the municipality of Utrecht, specifically the department in charge of Overvecht and its local initiatives, three teams of two game designers (Adam van Heerden & Genevieve Korte, Ekim Tan & Nina Hälker, and Gabriele Ferri & Txell Blanco Diaz) set out to design games uniquely fitted to the needs and strengths of the Utrecht neighborhood of Overvecht. Ultimately the three teams had two days to design something that would benefit Overvecht and could be deployed by the municipality as a useful, and self running, tool for citizens to use to their benefit.
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In dit rapport wordt beschreven hoe ETFI in 2015 samen met Jam Visual Thinking een project gestart zijn om de bouwstenen voor een strategienota aan te dragen. De gemeente Emmen heeft Stenden ETFI gevraagd de bouwstenen voor de nieuwe strategienota aan te dragen en een begin te maken met de politiek-bestuurlijke dialoog. Die bouwstenen dienen zich inhoudelijk vooral te richten op: • De ontwikkeling van de arbeidsmarkt en sociale structuur in de gemeente; • De economische positionering van de gemeente (industrie, techniek, logistiek, toerisme en recreatie).
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In recent years, the debate about the design of the monetary system has become increasingly prevalent. A major topic within this debate is central bank digital currency or CBDC for short. A survey by the Bank of International Settlements (BIS) shows that in 2022, nine in ten central banks (CB) explored a digital variant of their own currency (Kosse & Mattei, 2022). In the euro area, the European Central Bank (ECB) is conducting a wide-range study of the pros and cons of a CBDC, in the form of a digital euro. Other CBs are at different stages of the research cycle. The Chinese central bank is experimenting extensively with its e-CNY and has been conducting research since 2014 (Luo, 2022; Prasad, 2021). The Swedish Riksbank published its first report on the possible designs and effects of the e-krona in September 2017 (Sveriges Riksbank, 2017). Against all these various studies and experiments is the Bahamian Sand dollar, the world's first, by 2020, fully implemented CBDC. The Bahamas is not the only country; in 2022, Jamaica fully introduced the JAM-DEX (CBDC Tracker, 2023). Since CBDCs are a relatively new phenomenon, there is logically little empirical data to support the potential advantages and disadvantages. The fully implemented Sand dollar can confirm or refute some of the claimed theoretical advantages and disadvantages, and lessons can be distilled from this case for the introduction of other CBDCs. This paper first discusses the (theoretical) motivations for implementing the Sand dollar, then discusses its operation and current low adaptation rates. Finally, it derives lessons that can be used in other CBDC cases.
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How can games improve the social ties and living conditions of unaddressed audiences in Eindhoven? In a city that is increasingly relying on technology to connect to its citizens, how can those not participating in the tech-craze be reached? This particular topic shaped the talk show held during the Data Studio and Games for Cities Game Jam on the 22nd of March at the Designhuis in Eindhoven. Unlike the previous talk shows in Amsterdam and Utrecht this was more of a briefing informing the parameters of the subsequent game jam. Nevertheless, this briefing saw the clash of data deserts, preconceptions, and game parameters, resulting in new insights into games for cities.
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