Report on good practices - Game jams and game-making co-creation practices amongst Cultural Heritage Institutions, Creative Industries, Higher Education Institutions and Youth Citizens

Research output: Other contributionpeer-review

Abstract

The present Report (D1.1) is the result of tasks 2.1, 2.2 and 2.3 conducted in work package 2 (WP2) - State-of-the-art and Good Practices. It aims to contribute to theoretical and empirical knowledge on game jams and game-making co-creation practices among Cultural Heritage Institutions (CHI), Creative Industries (CI), Higher Education Institutions (HEI), and Youth. Regarding the Design-based research (DBR) model, the WP2 is part of phase 1: Analysis and Exploration. Following the PRISMA 2020 method, a systematic literature review (SLR) was conducted to answer the following research questions: a) Is there, in sources, a conceptualisation of cultural game jam?; b) what processes and tools are available and researched in game- making and game jams with youth participation?; c) who are the main stakeholders and participants?; d) are Innovation frameworks presented in sources?; and e) are culture and values embedded in game jams? A total of 68 articles were included in the review: 37 articles from the scientific databases and 31 from external sources. For the review, a coding guide was created in a top-down approach, with the participation of all partners involved in WP2 – Task 2.2. The analysis was conducted using NVivo 14 software with no automation. The Method, Results and Discussion are presented in the following sections.
Original languageEnglish
TypeIt aims to contribute to theoretical and empirical knowledge on game jams and game-making co-creation practices among Cultural Heritage Institutions (CHI), Creative Industries (CI), Higher Education Institutions (HEI), and Youth.
Media of outputdigital
PublisherZenodo
DOIs
Publication statusPublished - 1 Sept 2024

Funding

Horizon Europe

FundersFunder number
European Union's Horizon Europe - Research and Innovation Funding Programme101095058

    Keywords

    • Game jams
    • Game creation
    • Cultural Institutions
    • Higher education
    • Creative industries
    • Youth empowerment

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