2021
Kultima, Annakaisa; Stenros, Jaakko; Harviainen, J. Tuomas
Jamography: How to Document and Reference Design Jams in Academia
In: Madge, Octavia-Luciana (Ed.): New Trends and Challenges in Information Science and Information Seeking Behaviour, pp. 153-165, Springer International, 2021, ISBN: 9783030684655.
Book chapter
Abstract | Links | Tags: Design jams, Documentation, Hackathon, Identifiable details of ephemeral development events, Jamography
@incollection{Kultima2021,
title = {Jamography: How to Document and Reference Design Jams in Academia},
author = {Annakaisa Kultima and Jaakko Stenros and J. Tuomas Harviainen},
editor = {Octavia-Luciana Madge},
doi = {10.1007/978-3-030-68466-2_12},
isbn = {9783030684655},
year = {2021},
date = {2021-07-17},
booktitle = {New Trends and Challenges in Information Science and Information Seeking Behaviour},
pages = {153-165},
publisher = {Springer International},
abstract = {In this chapter, we propose that academic papers on ephemeral development events, such as game jams and hackathonsHackathons, pay more attention when providing identifiable details of the events, or have a dedicated reference section (‘jamography’)Jamography detailing the referenced events in an identifiable manner in order to improve transparency and sustainability of the publications. Game jams are organised in a global context, and depite the similarities of jams, important differences can be noted in terms of how jams are implemented, what their formats are, and what culture and context are surrounding them. Furthermore, game jam names are not always unique. This means that, when identifying game jams in an academic study, one can find it impossible to tell two events apart. Since the game jams topic is an emerging and still poorly documented area in research, it is hard to know what kind of game jams are being discussed. Apart from this, whereas game jams are ephemeral, vanishing as soon as they are completed, documentation is key - website references do not always suffice. In this chapter, we propose and argue the key information and format.},
keywords = {Design jams, Documentation, Hackathon, Identifiable details of ephemeral development events, Jamography},
pubstate = {published},
tppubtype = {incollection}
}
2018
Meriläinen, Mikko; Aurava, Riikka
Internal Barriers to Entry for First-time Participants in the Global Game Jam
In: ECGBL 2018 PDF – Proceedings of the 12th European Conference on Game-Based Learning, pp. 414–421, Reading, 2018, ISSN: 20490992.
In proceedings
Abstract | Tags: Barriers to entry, Co-creation, Game jam, Game pedagogy, Hackathon, Learning
@inproceedings{Merilainen2018,
title = {Internal Barriers to Entry for First-time Participants in the Global Game Jam},
author = {Mikko Meriläinen and Riikka Aurava},
issn = {20490992},
year = {2018},
date = {2018-10-01},
urldate = {2018-01-01},
booktitle = {ECGBL 2018 PDF – Proceedings of the 12th European Conference on Game-Based Learning},
pages = {414–421},
address = {Reading},
abstract = {Game jams are a type of co-creation event, in which a game is created in a limited timeframe. They are attended for recreational as well as educational purposes and have gained popularity as a learning environment by combining elements of both informal and formal learning. Participation is typically voluntary, and external and internal issues can influence participation. In this paper internal barriers to entry are discussed based on interviews and observations from four first-time participants in the Global Game Jam, the world's largest on-site game jam event. Results suggest that participant expectations affect attendance. Identifying and acknowledging these expectations may help promote attendance.},
keywords = {Barriers to entry, Co-creation, Game jam, Game pedagogy, Hackathon, Learning},
pubstate = {published},
tppubtype = {inproceedings}
}