localizing global game jam: designing game development for collaborative learning in the social...
TRANSCRIPT
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Localizing Global Game JamDesigning 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
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Contents
...1 Introduction
...2 Game Jam approach
...3 Fukushima Game Jam
...4 After the Jam
...5 Summary
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Introduction
Latest News:
Fukushima Game Jam game download isoutage in this weekend!By the major power outage in campusAfter Monday, you can download and playthe games freely athttp://fgj12.ecloud.nii.ac.jp/
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Introduction
Menu
...1 In playing and making games, we collaborate.
...2 “Game Jam” as new approach of gamedevelopment
...3 Designing the game jam for the social problem
...4 Fukushima Game Jam 2011 (and 2012)
...5 Creative recovery/place–making after 3.11earthquake, tsunami, and atomic meltdown
...6 Educating the next generation of developers
...7 . . . and localized game jams everywhere
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Game Jam approach
About Game Jam approach
“jam session” by game developersad-hoc team developmentweekend project: extremely short perioddeath match myth: each roles has own breaknot a contest, not for a wineverybody is welcomenot begginers but professionals also can learnfree download, public/peer review, version-up
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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
purposeLocalized Global Game Jam mega–regional or
nation–wide event with social purposeLocal game jam in–house, stand–alone event for a
local purpose
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Fukushima Game Jam
Fukushima Game Jam
Fukushima Game Jam 2012 in 1 minutehttp://www.youtube.com/watch?v=5apdF6Ri7REFukushima Game Jam 2011http://www.youtube.com/watch?v=7XMsAd3nmpUhttp://www.youtube.com/user/japangamejam
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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 theedge of low–level radiation zone.
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Fukushima Game Jam
Design strategy 1: ProcessAlpha, beta, public play test, and final release arescheduled in 30 hours
Tokyo team also experienced the bus trip with a localguide to the edge of the evacuation zone just beforestarting design.
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Fukushima Game Jam
Design strategy2: Participatory DesignPublic play–test and kids workshop
Focusing the users’ needs sometimes changed thegame design.
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Fukushima Game Jam
Design strategy 3: Listening to users
Some observation from Minamisoma bus trip andlive–streaming program during the game jam:
No IT industry: agriculture and service market fornuclear power stationNo universityPublic awareness concerning
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Fukushima Game Jam
Design strategy 4: Team
Each team has 5–7 personJammers registration with their profileProfessional/semi-professional lead programmerfor each teamBeginner/student for each teamSeparate developers from a same organizationSometimes too many programmers and lessmanual writers
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Fukushima Game Jam
Design strategy 5: satellites
More than 100 developers took part in FukushimaGame Jam 2011:
Main site: 44 (25 from Tokyo, 19 from Tohokuregion)Tokyo: about 40 (2 sites including part-timeattendee)Fukuoka: about 30Sapporo: 7
SHIPS (Sympathy, Interest, Participation, Share)expanded overseas in FGJ 2012.
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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) LinkJammers can select more than one achievements
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After the Jam
Lessons from Global Game Jam
All teams made up their games in FGJ2011.A few teams could do alpha–beta–completeiteration in 30 hours.With positive feedback, FGJ2012 also held in lastAugust.As same as GGJ, FGJ2011 has provided thelessons for each developers:
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After the Jam
FGJ and Lessons from Global GameJam
...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 hugegame company were also observed in FGJ (expect foravoiding failure).
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Summary
Conclusion
First nation-wide game jam without the support offederal governmentsupports from game industries and grass–rootedgame developers communityCreative recovery/place–making after 3.11 divideCollaboration between kids and professionalsBringing the prototyping culture to package gamedevelopers, kids, and other citizensHuge public awareness but less feedbacks (We’llheld a indie game test show including FGJ gamesat Tokyo in this month.)
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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 withinterviews during the Jam.
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