2019
Harrer, Sabine
Radical Jamming: Sketching Radical Design Principles for Game Creation Workshops Proceedings Article
In: Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, pp. 1-5, ACM, 2019, ISSN: 2153-1633.
Abstract | Links | Tags: Digital technology, Facilitation, Game design, Hegemony, Radical design
@inproceedings{Harrer2019b,
title = {Radical Jamming: Sketching Radical Design Principles for Game Creation Workshops},
author = {Sabine Harrer},
doi = {10.1145/3316287.3316297},
issn = {2153-1633},
year = {2019},
date = {2019-03-17},
booktitle = {Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019},
pages = {1-5},
publisher = {ACM},
abstract = {This article is based on two observations about game production culture, first that there is a demographic mismatch between those who make games and those who play them [1], and secondly that through their organization, setting, and constraints, game jams and other creation events can encourage radical game design principles, values beyond the common practice [3]. This study discusses how facilitators might introduce radical game design values in their events, using thematic, technological, and expressive strategies. Adopting a reflective design lens [2] it critically reviews the design of a game creation workshop for technology novices. It thus reflects on how event organizers can practice their role as cultural intermediaries [10] to support the development of game expressions beyond the norm.},
keywords = {Digital technology, Facilitation, Game design, Hegemony, Radical design},
pubstate = {published},
tppubtype = {inproceedings}
}
This article is based on two observations about game production culture, first that there is a demographic mismatch between those who make games and those who play them [1], and secondly that through their organization, setting, and constraints, game jams and other creation events can encourage radical game design principles, values beyond the common practice [3]. This study discusses how facilitators might introduce radical game design values in their events, using thematic, technological, and expressive strategies. Adopting a reflective design lens [2] it critically reviews the design of a game creation workshop for technology novices. It thus reflects on how event organizers can practice their role as cultural intermediaries [10] to support the development of game expressions beyond the norm.
