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2nd ICGJ 2017: San Francisco, CA, USA
- Allan Fowler, Lindsay Grace:
Proceedings of the Second International Conference on Game Jams, Hackathons, and Game Creation Events, ICGJ 2017, San Francisco, California, USA, February 26, 2017. ACM 2017, ISBN 978-1-4503-4797-6 - Allan Fowler, Ian Schreiber:
Engaging under-represented minorities in STEM through game jams. 1-5 - Xavier Ho:
Evoking inspiration for game jam ideas. 6-9 - Johanna Pirker, Foaad Khosmood, Christian Gütl:
Social network analysis of the global game jam network. 10-14 - Ian Pollock, James Murray, Beth Yeager:
Brain jam: STEAM learning through neuroscience-themed game development. 15-21 - Alexey Izvalov, Serhii Nedilko, Vitalii Nedilko:
Comparison of game creation and engineering hackathons on the global and local levels. 22-25 - Kaelan Doyle Myerscough, Richard Eberhardt, Mikael Jakobsson, Claudia Lo:
Jamming for allies: finding a formula for inclusive design exploration collaborations. 26-32 - Casey Loria, Brannan Vitek, Claire Oliphant, Lane Lake, Dustin Colvin, Duncan Alatar, Melissa Gilmer:
Cosmic Brownie. 33-35 - Elliot Fiske, Thomas Steinke, Alex Ling, Cory Slaught:
Major Tom: created in 48 hours for Global Game Jam 2017. 36-39 - Forrest Z. Shooster, Chase Slattery, Luna Meier, Rebecca Wengert, Michael Campito, Alex Woodward, Marc Laroussini:
The Big Wave: An Accessible Parallel Gameplay Information Gathering Puzzle Game made for the Global Game Jam. 40-43 - Robin J. S. Sloan, Paul Robertson:
Virtua Walker 1987: technostalgia for a walking sim from an alternative past. 44-45
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