Game Jams and 'Heavy' Topics: Navigating anxiety through game creation

dc.contributor.authorWirman, Hanna
dc.contributor.authorBankler, Jon
dc.contributor.authorFiadotau, Mikhail
dc.contributor.authorPrax, Patrick
dc.contributor.authorWalliander, Haron
dc.contributor.authorEngström, Henrik
dc.contributor.authorGarda, Maria
dc.contributor.authorGissurardóttir, Salvor
dc.contributor.authorGrabarczyk, Pawel
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organizationfi=median, musiikin ja taiteen tutkimus|en=Art History, Musicology and Media Studies|
dc.contributor.organization-code1.2.246.10.2458963.20.53191015055
dc.contributor.organization-code1.2.246.10.2458963.20.77579741941
dc.converis.publication-id458560284
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/458560284
dc.date.accessioned2025-08-27T21:34:20Z
dc.date.available2025-08-27T21:34:20Z
dc.description.abstract<p>This study investigates the prospect of integrating sustainability issues into game development education by reporting experiences from two Nordic Alliance for Sustainability in Gaming (NASG) events. The paper highlights the importance of offering a social, creative environment in which the process of jamming is emphasized over results. We unpack the potential of game jams to be used for teaching subjects other than game development itself, particularly in relation to complex, anxiety provoking topics such as sustainability. Based on data consisting of participant reflections on their own moods and gained insights throughout the course of the jam, the research reveals a clear change in attitudes among the participants as they move on in their creative process. The study concludes that game jams, as activities defined by high levels of creativity and social engagement, is a powerful educational tool for approaching heavy topics while still letting participants cope with, and even empower them to address such complex issues.<br></p>
dc.identifier.jour-issn2342-9666
dc.identifier.olddbid200643
dc.identifier.oldhandle10024/183670
dc.identifier.urihttps://www.utupub.fi/handle/11111/46134
dc.identifier.urlhttps://dl.digra.org/index.php/dl/article/view/2217
dc.identifier.urnURN:NBN:fi-fe2025082789185
dc.language.isoen
dc.okm.affiliatedauthorWalliander, Haron
dc.okm.affiliatedauthorGarda, Maria
dc.okm.discipline518 Media and communicationsen_GB
dc.okm.discipline518 Media- ja viestintätieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityDomestic publication
dc.okm.typeA4 Conference Article
dc.publisher.countryFinlanden_GB
dc.publisher.countrySuomifi_FI
dc.publisher.country-codeFI
dc.relation.conferenceDiGRA Conference
dc.relation.ispartofjournalConference of Digital Games Research Association
dc.source.identifierhttps://www.utupub.fi/handle/10024/183670
dc.titleGame Jams and 'Heavy' Topics: Navigating anxiety through game creation
dc.title.book2024: Conference Proceedings of DiGRA 2024 Conference: Playgrounds
dc.year.issued2024

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