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 language | English |
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Type | 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. |
Media of output | digital |
Publisher | Zenodo |
DOIs | |
Publication status | Published - 1 Sept 2024 |
Funding
Horizon Europe
Funders | Funder number |
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European Union's Horizon Europe - Research and Innovation Funding Programme | 101095058 |
Keywords
- Game jams
- Game creation
- Cultural Institutions
- Higher education
- Creative industries
- Youth empowerment