2017
DOI: 10.1080/14606925.2017.1352897
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Jamming as a design approach. Power of jamming for creative iteration

Abstract: Game jams are constrained game creation events that have been rapidly growing over the last decade. With the space and restriction acknowledging the iterative design process, the sweet urgency and playfully creative nature of game jams enable a concert across several disciplines with the participation of various people in the creation of impressive designs and artefacts. Considering the productivity of these events, the approach of jamming can be a powerful design model for both research through design and des… Show more

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Cited by 4 publications
(3 citation statements)
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“…The merits of game design as a research through design activity has already been acknowledged (Zimmerman, 2003;Laurel, 2003;Bayrak, 2017), and the merits of game design for DSI has also been discussed in Section 3. Acknowledging that conceptual and operational understanding for DSI is essentially important for the success and sustainability of the innovation (Manzini, 2015), games manifest their use as tools for DSI in four ways:…”
Section: Games and Game Design As A Multi-tool For Dsimentioning
confidence: 99%
See 1 more Smart Citation
“…The merits of game design as a research through design activity has already been acknowledged (Zimmerman, 2003;Laurel, 2003;Bayrak, 2017), and the merits of game design for DSI has also been discussed in Section 3. Acknowledging that conceptual and operational understanding for DSI is essentially important for the success and sustainability of the innovation (Manzini, 2015), games manifest their use as tools for DSI in four ways:…”
Section: Games and Game Design As A Multi-tool For Dsimentioning
confidence: 99%
“…In this era, games are gaining more and more popularity across a wide demographic from very young ages to above 70s. Meanwhile, there has been a growing research into behavioural contexts, socio-cultural stance of games and play (Atkins, 2003;Salen et al, 2004;Sicart, 2014), persuasive games (Bogost, 2007), news games (Treanor, 2009), critical play (Flanagan, 2009), games for change (Swain, 2007;Schrier, 2016;Grace, 2014), and participatory nature of game making for research through design and DSI (Bayrak, 2017). It has been discussed that games as creative artefacts have potential to promote change, suggest empathy and infuse awareness (Flanagan & Nissenbaum, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…Playing and making games have been suggested as powerful tools for learning, building empathy, crowdsourcing and research, and design for social innovation (Gee, 2003;Belman and Flanagan, 2010;Schreier, 2016;Bayrak, 2017;Bayrak, 2019). Moreover, the process of game making has been suggested to have enclosed research through design prompts (Laurel, 2003;Bayrak, 2019) that helps to uncover new knowledge and provide a fertile ground for exploration and learning.…”
Section: Introductionmentioning
confidence: 99%