Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context

  • Kiyoshi Shin
  • Kosuke Kaneko
  • Yu Matsui
  • Koji Mikami
  • Masaru Nagaku
  • Toshifumi Nakabayashi
  • Kenji Ono
  • Shinji R. Yamane
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7624)


Making digital games can help people learn collaboratively. Recent advances in game education allow for experimental game development in a short time period with low cost. To examine the possibilities of game development and learning, we focus on the recent “game jam” approach in collaborative game development. The concept of game jam becomes well-known these days, however, its historical development, goals, and strategies have not yet been explored.

To bring game jam into the education and learning, we first look at its historical development and key concept referencing Global Game Jam, the biggest annual game jam in the world, and then we discuss the recent case of “localized” Global Game Jam–style events embedded in the social context of a specific region.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Adams, E.: Technology inspires creativity: Indie Game Jam inverts Dogma 2001! Gamasutra (May 31, 2002), Online article available at
  2. 2.
    Beech, H.: Katsunobu Sakurai: Boat rocker. Time (2011),,28804,2066367_2066369_206646100.html; 2011 TIME 100, April 21, Online article available at
  3. 3.
    Chopra, A.: Seeking game-changing solutions to childhood obesity. Office of Science and Technology Policy Blog (February 4, 2010),
  4. 4.
    Clyde, S.W., Crane, A.E.: ‘Design-n-Code fests’ as capstone projects for an Object-Oriented software development course. Computer Science Education 13(4), 289–303 (2003)CrossRefGoogle Scholar
  5. 5.
    Dickie, M., Cookson, C.: Nuclear energy: A hotter topic than ever. Financial Times (November 11, 2011), Online article available at
  6. 6.
    Dow, S.P., Heddleston, K., Klemmer, S.R.: The efficacy of prototyping under time constraints. In: Proceedings of the Seventh ACM Conference on Creativity and Cognition, pp. 165–174. ACM (2009)Google Scholar
  7. 7.
    El-Nasr, M.S., Smith, B.K.: Learning through game modding. Computers in Entertainment 4(1) (2006)CrossRefGoogle Scholar
  8. 8.
    ericuei: Fukushima Game Jam, Tokyo NII satellite campus (2011), video available online at
  9. 9.
    Fackler, M.: Minamisoma mayor’s YouTube plea gets big response. New York Times (2011),, April 6. Online article available at
  10. 10.
    Fermi, O.: Tsunami-struck Fukushima community inspires creative recovery. Online article in On the Neutron Trail (March 6, 2012),
  11. 11.
    Florida, R., Gulden, T., Mellander, C.: The rise of the mega-region. Cambridge Journal of Regions, Economy and Society 1(3), 459–476 (2008)CrossRefGoogle Scholar
  12. 12.
    Gabler, K., Gray, K.: Build a game in seven days. Game Developer Conference 2006 Presentation (2006), GDC Radio podcast available at
  13. 13.
    Global Game Jam: 2009 Global Game Jam keynote (January 2009), Video available online at
  14. 14.
    Hall, J.: Indie Game Jam: An outlet for innovation and experimental game design. In: Fullerton, T., et al. (eds.) Game Design Workshop, 2nd edn., pp. 403–406. Morgan Kaufman Publishers (2008)Google Scholar
  15. 15.
    von Hippel, E.: Democratizing Innovation, ch. 11. MIT Press (2005)Google Scholar
  16. 16.
    IGDA: International Game Developers Association and U.S. Department of Agriculture host Apps for Healthy Kids game jams. Press Release (May 11, 2010),
  17. 17.
    IGDA Japan: FGJ special report in English. Recorded live streaming (2011), (Recorded at 2011/08/28 14:29 JST. Length: 56:58)
  18. 18.
    IGDA Japan: FGJ2011 in English #1. Live streaming recorded at 2011/08/27 (2011), Length: 27:40
  19. 19.
    IGDA Japan: FGJ2011 in English #2. Live streaming recorded at 2011/08/28 (2011), Length: 66:02
  20. 20.
    Ito, K.: Possibilities of non-commercial games: The case of amateur role playing game designers in Japan. In: Proceedings of DiGRA 2005 Conference: Changing Views—Worlds in Play. Digital Games Research Association (2005),
  21. 21.
    Ito, M., Okabe, D., Tsuji, I. (eds.): Fandom Unbound: Otaku Culture in a Connected World. Yale University Press (2012)Google Scholar
  22. 22.
    Jacobs, S.: Global Game Jam 2009: A worldwide report. Gamasutra (February 25, 2009), Online article available at
  23. 23.
    Khosmood, F.: Representing Global Game Jam. IGDA Perspecrives Newsletter, p. 23 (August issue 2010), Online version available at or
  24. 24.
    King, R.S.: Post-Fukushima world. IEEE Spectrum 48(11), 44–45 (2011), graphic by Carl DeTorres, Online version available at Scholar
  25. 25.
    Kuhn, S., Winograd, T.: Participatory design. In: Winograd, T. (ed.) Bringing Design to Software. Addison-Wesley Professional, ACM Press (1996), profile 14Google Scholar
  26. 26.
    LaBounta, H., Gingold, C., Townsend, J., Gray, K., Buchanan, J., Caballero, V.: Rapid prototyping: Visualizing new ideas. In: Sandbox 2007: Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, pp. 157–158 (2007)Google Scholar
  27. 27.
    Laris, M.: Designers create video games to teach kids about healthy diets. Washington Post (May 23, 2010), Online article available at
  28. 28.
    Mikami, K., Watanabe, T., Yamaji, K., Ozawa, K., Ito, A., Kawashima, M., Takeuchi, R., Kondo, K., Kaneko, M.: Construction trial of a practical education curriculum for game development by industry-university collaboration in Japan. Computers & Graphics 34(6), 791–799 (2010)CrossRefGoogle Scholar
  29. 29.
    Musil, J., Schweda, A., Winkler, D., Biffl, S.: Synthesized essence: what game jams teach about prototyping of new software products. In: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, ICSE 2010, vol. 2, pp. 183–186. ACM (2010)Google Scholar
  30. 30.
    Nutt, C.: MIGS 2010: Game Jam Your Studio! Gamasutra (November 10, 2010), Online article available at
  31. 31.
    Shodhan, S., Kucic, M., Gray, K., Gabler, K.: How to prototype a game in under 7 days: Tips and tricks from 4 grad students who made over 50 games in 1 semester. Gamasutra (2005), online feature article available at
  32. 32.
    The White House Office of the Press Secretary: Remarks by the president on the “education to innovate” campaign (November 23, 2009), Online article available at
  33. 33.
    The White House OSTP Pressroom: U.S. CTO Aneesh Chopra delivers First Lady’s challenge to Game Developers Conference. Press release (March 11, 2010), Online version available at
  34. 34.
    Toriyama, M., Maeda, A.: Postmortem: Square Enix’s Final Fantasy XIII. Game Developer 17(9), 24–29 (2010), another exclusive version available online at
  35. 35.
    Zyda, M.: Creating a science of games. Communications of ACM 50(7), 26–29 (2007)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Kiyoshi Shin
    • 1
  • Kosuke Kaneko
    • 2
  • Yu Matsui
    • 3
  • Koji Mikami
    • 4
  • Masaru Nagaku
    • 5
  • Toshifumi Nakabayashi
    • 6
  • Kenji Ono
    • 1
  • Shinji R. Yamane
    • 1
    • 7
  1. 1.IGDA JapanJapan
  2. 2.Kyushu UniversityJapan
  3. 3.Groovesync, Inc.Japan
  4. 4.Tokyo University of TechnologyJapan
  5. 5.National Institute of InformaticsJapan
  6. 6.Cyberz Inc.Japan
  7. 7.Aoyama Gakuin UniversityJapan

Personalised recommendations