Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context
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Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context

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Presented by S. Yamane at ACE2012 conference in Nepal (http://ace-conf.org/).

Presented by S. Yamane at ACE2012 conference in Nepal (http://ace-conf.org/).

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    Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context Presentation Transcript

    • . . . . . . . ...... Localizing Global Game Jam Designing Game Development for Collaborative Learning in the Social Context K. Shin, K. Kaneko, Y. Matsui, K. Mikami, M.Nagaku, T. Nakabayashi, K. Ono, and Shinji Yamane IGDA Japan November 2012 S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 1 / 18
    • . . . . . . Contents ...1 Introduction ...2 Game Jam approach ...3 Fukushima Game Jam ...4 After the Jam ...5 Summary S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 2 / 18
    • . . . . . . Introduction Latest News: Fukushima Game Jam game download is outage in this weekend! By the major power outage in campus After Monday, you can download and play the games freely at http://fgj12.ecloud.nii.ac.jp/ S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 3 / 18
    • . . . . . . Introduction Menu ...1 In playing and making games, we collaborate. ...2 “Game Jam” as new approach of game development ...3 Designing the game jam for the social problem ...4 Fukushima Game Jam 2011 (and 2012) ...5 Creative recovery/place–making after 3.11 earthquake, tsunami, and atomic meltdown ...6 Educating the next generation of developers ...7 . . . and localized game jams everywhere S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 4 / 18
    • . . . . . . Game Jam approach About Game Jam approach “jam session” by game developers ad-hoc team development weekend project: extremely short period death match myth: each roles has own break not a contest, not for a win everybody is welcome not begginers but professionals also can learn free download, public/peer review, version-up S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 5 / 18
    • . . . . . . Game Jam approach Designing game jam with purpose We propose to design the game jam with three types: Global Game Jam globally distributed event for general purpose Localized Global Game Jam mega–regional or nation–wide event with social purpose Local game jam in–house, stand–alone event for a local purpose S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 6 / 18
    • . . . . . . Fukushima Game Jam Fukushima Game Jam Fukushima Game Jam 2012 in 1 minute http://www.youtube.com/watch?v=5apdF6Ri7RE Fukushima Game Jam 2011 http://www.youtube.com/watch?v=7XMsAd3nmpU http://www.youtube.com/user/japangamejam S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 7 / 18
    • . . . . . . Fukushima Game Jam Main site: Minamisoma city 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 et al. (IGDA.jp) Game Jam Nov. 2012 8 / 18
    • . . . . . . Fukushima 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 et al. (IGDA.jp) Game Jam Nov. 2012 9 / 18
    • . . . . . . Fukushima Game Jam Design strategy2: Participatory Design Public play–test and kids workshop Focusing the users’ needs sometimes changed the game design. S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 10 / 18
    • . . . . . . Fukushima 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 service market for nuclear power station No university Public awareness concerning S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 11 / 18
    • . . . . . . Fukushima Game Jam Design strategy 4: Team Each team has 5–7 person Jammers registration with their profile Professional/semi-professional lead programmer for each team Beginner/student for each team Separate developers from a same organization Sometimes too many programmers and less manual writers S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 12 / 18
    • . . . . . . Fukushima 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 et al. (IGDA.jp) Game Jam Nov. 2012 13 / 18
    • . . . . . . Fukushima Game Jam Design strategy 6: achievements Theme is “Tsunagari” (relationship or connection) (1) Collaboration with kids (2) Tohoku Include the specialties from Tohoku area (3) First contact (4) No instruction (5) Five minutes limit (6) Language Free (7) Interface (8) Link Jammers can select more than one achievements S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 14 / 18
    • . . . . . . After the Jam Lessons from Global Game Jam All teams made up their games in FGJ2011. A few teams could do alpha–beta–complete iteration in 30 hours. With positive feedback, FGJ2012 also held in last August. As same as GGJ, FGJ2011 has provided the lessons for each developers: S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 15 / 18
    • . . . . . . After the Jam FGJ and Lessons from Global Game Jam ...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 never experienced in the huge game company were also observed in FGJ (expect for avoiding failure). S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 16 / 18
    • . . . . . . Summary Conclusion First nation-wide game jam without the support of federal government supports from game industries and grass–rooted game developers community Creative recovery/place–making after 3.11 divide Collaboration between kids and professionals Bringing the prototyping culture to package game developers, kids, and other citizens Huge public awareness but less feedbacks (We’ll held a indie game test show including FGJ games at Tokyo in this month.) S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 17 / 18
    • . . . . . . Summary See you in our next game jam. ...1 Global Game Jam 2013 (2013/1/25–27) ...2 Fukushima Game Jam 2013, (maybe) next August ...3 Jam sites in Japan provides live–streaming with interviews during the Jam. S.Yamane et al. (IGDA.jp) Game Jam Nov. 2012 18 / 18