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Adaptability of the Global Game Jam: A Case Study in Japan
 

Adaptability of the Global Game Jam: A Case Study in Japan

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Presented at Workshop on the Global Game Jam in FDG2013 Crete (http://www.fdg2013.org/program/workshops/).

Presented at Workshop on the Global Game Jam in FDG2013 Crete (http://www.fdg2013.org/program/workshops/).

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    Adaptability of the Global Game Jam: A Case Study in Japan Adaptability of the Global Game Jam: A Case Study in Japan Presentation Transcript

    • . . . . . . . ...... Adaptability of the Global Game Jam A Case Study in Japan Shinji R. Yamane IGDA Japan / Aoyama Gakuin Univ. FDG2013, GGJ Workshop S. Yamane (IGDA.jp) Adaptability of GGJ 2013 1 / 26
    • . . . . . . Contents ...1 Introduction ...2 GGJ: Deign Theory and Strategy ...3 Case Study in Japan ...4 Future of Game Jam approach ...5 Rise of Mega–region Game Jam ...6 After the Jam ...7 Summary S. Yamane (IGDA.jp) Adaptability of GGJ 2013 2 / 26
    • . . . . . . Introduction Phaistos Disk: The oldest movable type S. Yamane (IGDA.jp) Adaptability of GGJ 2013 3 / 26
    • . . . . . . Introduction Innovation and Social condition Gutenberg Revolution Innovation requires the culturall condition The Global Game Jam require any social condition? What is the Global Game Jam? Take a look at the recognition and design of GGJ. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 4 / 26
    • . . . . . . GGJ: Deign Theory and Strategy Recognizing what is /isn’t Game Jam “jam session” by game developers short–period team development death march myth: each roles has own cycle not a contest, not for a win everybody is welcome not beginners but professionals also can learn download freely, public/peer review, version–up Understanding characteristic is not so easy. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 5 / 26
    • . . . . . . GGJ: Deign Theory and Strategy Why can we recognize Game Jam? Game Jam New Product Development Aesthetics & Technology Product-Value Focused Rapid Experience Prototyping Participatory Design Multidisciplinarity Concurrent Development Lightweight Construction Game Jam elements outlined by Musil(2010) S. Yamane (IGDA.jp) Adaptability of GGJ 2013 6 / 26
    • . . . . . . GGJ: Deign Theory and Strategy What we experienced in Global Game Jam Game Jam jammer ? ! Local organizers and jammers are not familier for some elements. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 7 / 26
    • . . . . . . GGJ: Deign Theory and Strategy GGJ organizers’ challenge Game Jam jammerjam designer design Local organizer can emphasize some unfamilier elements to jammers. Designing jam sites by achievements and challenges. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 8 / 26
    • . . . . . . Case Study in Japan IGDA Japan and Global Game Jam IGDA Japan promoting GGJ by: Following GGJ since January 2010 translating GGJ keynote videos, supporting GGJ organizers in Japanese, promoting GGJ to the academia in Japanese or English, providing live talk streaming, open play party, etc. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 9 / 26
    • . . . . . . Case Study in Japan Encounter to game jams in Japan S. Yamane (IGDA.jp) Adaptability of GGJ 2013 10 / 26
    • . . . . . . Case Study in Japan Encounter to game jams in Japan Before the Global Game Jam, nobody knows about Indie Game Jam, Nordic Game Jam. Indies and Universities joined experimentally Translating keynotes with backgrounds was helpful for reflection. IGDA Newsletter (Game education issue, August 2010) was useful. GGJ2010 report Game Prototyping Curriculum IGDA Curriculum Framework S. Yamane (IGDA.jp) Adaptability of GGJ 2013 11 / 26
    • . . . . . . Case Study in Japan What Succeeded and Failed Major success in GGJ2011 in Japan University–Industry collaboration grass–rooted game community public awareness and discussions via USTREAM and Twitter “Featured Game for Global Game Jam” in IGDA Newsletter Missing elements in GGJ2011 in Japan Participatory Design? working in diverse teams switching roles or polyvalency rapid prototyping with reflections S. Yamane (IGDA.jp) Adaptability of GGJ 2013 12 / 26
    • . . . . . . Case Study in Japan Game development in the social context In Final Fantasy XIII postmortem (2010): not only game engine, but game development method in crisis until they made an playable demo, the development team had lacked a shared vision the demo was for a game show, not included in the original development plan The game prototyping process was featured in Japanese major game industry — at the almost same period when Global Game Jam started. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 13 / 26
    • . . . . . . Case Study in Japan Local design of GGJ in Japan To emphasizing the missing elements by design: rapid prototyping: Alpha, beta, complete presentation on–air schedule sharing participatory design: public review, inviting citizens encourage opportunity for failure GGJ site organizers can design game jam with the local achievements or local awards. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 14 / 26
    • . . . . . . Future of Game Jam approach Future of Game Jam approach Inspired by Global Game Jam, other game jams will be held everywhere. Global Game Jam globally distributed event for general purpose Mega–region game jam Localized Global Game Jam or nation–wide event with social purpose Local game jam in–house, stand–alone event for a local purpose The success of GGJ leads to many other game jams with new actors. (In Japan, there are the game jams in every month. ) S. Yamane (IGDA.jp) Adaptability of GGJ 2013 15 / 26
    • . . . . . . Rise of Mega–region Game Jam Rise of Mega–region Game Jam Apps for Healthy Kids game jam (2010) Fukushima Game Jam (2011–) NASA International Space Apps Challenge (2012–) Game Accessibility Challenge (2012–) GGJ mainly held at the universities with broadband Mega–region game jam can expand the collaboration not only schools but broader citizens, with a low cost. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 16 / 26
    • . . . . . . Rise of Mega–region Game Jam Fukushima Game Jam East Japan earthquake desease occured March 11, 2011. IGDA Japan started Fukushima Game Jam in August 2011. Fukushima Game Jam 2012 in 1 minute http://www.youtube.com/watch?v=5apdF6Ri7RE Interactive Map in English: http://spectrum.ieee.org/static/ mapping-fukushimas-impact-on-japan Minamisoma city in Fukushima is located at the edge of low–level radiation zone. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 17 / 26
    • . . . . . . Rise of Mega–region Game Jam Design strategy 1: Process Alpha, beta, public play test, and final release are scheduled in 30 hours Tokyo team also experienced the bus trip with a local guide to the edge of the evacuation zone just before starting design. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 18 / 26
    • . . . . . . Rise of Mega–region Game Jam Design strategy2: Participatory Design Public play–test and kids workshop Focusing the users’ needs sometimes changed the game design. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 19 / 26
    • . . . . . . Rise of Mega–region Game Jam Design strategy 3: Listening to users Some observation from Minamisoma bus trip and live–streaming program during the game jam: No IT industry: agriculture and services for nuclear power station No university Public awareness concerning S. Yamane (IGDA.jp) Adaptability of GGJ 2013 20 / 26
    • . . . . . . Rise of Mega–region Game Jam Design strategy 4: Team Each team has 5–7 person Jammers should registration with their profile Professional/semi-professional lead developer for each team Beginner/student for each team Separate developers from a same organization Sometimes too many programmers and less manual writers S. Yamane (IGDA.jp) Adaptability of GGJ 2013 21 / 26
    • . . . . . . Rise of Mega–region Game Jam Design strategy 5: satellites More than 100 developers took part in Fukushima Game Jam 2011: Main site: 44 (25 from Tokyo, 19 from Tohoku region) Tokyo: about 40 (2 sites including part-time attendee) Fukuoka: about 30 Sapporo: 7 SHIPS (Sympathy, Interest, Participation, Share) expanded overseas in FGJ 2012. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 22 / 26
    • . . . . . . Rise of Mega–region Game Jam Design strategy 6: achievements Announce themes and achievements: Collaboration with local kids Include the specialties from Tohoku area Five minutes limit . . . Creative recovery and place–making after 3.11 earthquake, tsunami, and atomic meltdown S. Yamane (IGDA.jp) Adaptability of GGJ 2013 23 / 26
    • . . . . . . After the Jam FGJ and Lessons from Global Game Jam According to IGDA Newsletter, the lesson from GGJ includes below: ...1 Rapid prototyping experience ...2 Opportunity for failure ...3 Working in diverse teams ...4 (Professional) Tools assessment and selection ...5 Research and user studies ...6 Promotion these characteristics were also observed in FGJ (expect for avoiding failure). S. Yamane (IGDA.jp) Adaptability of GGJ 2013 24 / 26
    • . . . . . . Summary Conclusion Recognizing Global Game Jam from depends on the cultural condition. For adaptability, Global Game Jam site organizers can emphasize the design elements of game jam. Global Game Jam can bring the prototyping culture or participatory design worldwide. (In Japan, those all movements appear in the very short time!) Inspired by Global Game Jam, the mega–region game jams are rising in different scales. more collaboration among new actors! S. Yamane (IGDA.jp) Adaptability of GGJ 2013 25 / 26
    • . . . . . . Summary See you in our next game jam. ...1 Fukushima Game Jam 2014, next August 3rd to 4th. ...2 http://fgj.igda.jp/?cat=3 (tag: English) ...3 local satelite site registration is wellcome. S. Yamane (IGDA.jp) Adaptability of GGJ 2013 26 / 26