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Game Jams as a Space to Tackle Social Issues: an Approach Based on the Critical Pedagogy

Published: 17 March 2019 Publication History

Abstract

This paper introduces a framework to guide the design of educational games during game jams based on Critical Pedagogy, an educational theory grounded on the democratisation of knowledge, critical reflection and collaboration for empowering people to tackle social issues. The process and resources that compose the framework are discussed based on a case study exploring everyday sexism. The framework design has been supported by participatory activities and a trial, suggesting the adequacy of the methods and resources in engaging diverse participants with both the educational game design and the social issue. It is expected that the design process introduced here will boost the potential of game jams as a space for learning, collaboration and critical thinking.

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Cited By

View all
  • (2024)Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental HealthProceedings of the ACM on Human-Computer Interaction10.1145/36770948:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • (2023)Failing to See a Difference: Closing a Gender Gap in a Challenging Video GameGames and Culture10.1177/1555412023116242419:3(267-285)Online publication date: 9-Apr-2023
  • (2023)‘Could this really be a place for me?’ Women’s experiences in game jams and video game communitiesJournal of Gender Studies10.1080/09589236.2023.2264222(1-15)Online publication date: 30-Sep-2023
  • Show More Cited By

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    cover image ACM Other conferences
    ICGJ '19: Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019
    March 2019
    62 pages
    ISBN:9781450362054
    DOI:10.1145/3316287
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    In-Cooperation

    • GGJ: Global Game Jam
    • GitHub: GitHub

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 17 March 2019

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    Author Tags

    1. Critical Pedagogy
    2. Education
    3. Game Design
    4. Gender studies

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    Overall Acceptance Rate 23 of 43 submissions, 53%

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    Cited By

    View all
    • (2024)Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental HealthProceedings of the ACM on Human-Computer Interaction10.1145/36770948:CHI PLAY(1-27)Online publication date: 15-Oct-2024
    • (2023)Failing to See a Difference: Closing a Gender Gap in a Challenging Video GameGames and Culture10.1177/1555412023116242419:3(267-285)Online publication date: 9-Apr-2023
    • (2023)‘Could this really be a place for me?’ Women’s experiences in game jams and video game communitiesJournal of Gender Studies10.1080/09589236.2023.2264222(1-15)Online publication date: 30-Sep-2023
    • (2021)Taking the Challenge: An Exploratory Study on What Motivates Jammers to Participate in Game JamsProceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events10.1145/3472688.3472694(37-46)Online publication date: 2-Aug-2021
    • (2021)Two Decades of Game JamsProceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events10.1145/3472688.3472689(1-11)Online publication date: 2-Aug-2021
    • (2020)Game Jams for Learning and TeachingInternational Journal of Game-Based Learning10.4018/IJGBL.202004010410:2(54-71)Online publication date: 1-Apr-2020

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