Abstract

Videogame production events, particularly the Global Game Jam (GGJ), is an activity par excellence aimed at the development of the world’s largest games, enhancing the form of personal expression, critical thinking, and appropriation of new media through collaborative work. The general objective is to explore the development process within the context of the GGJ, calculating the correlation between level of education and source of inspiration, the correlation between level of education and purpose of the game to be designed in the Global Game Jam and the correlation between level of education and skills. The main source of inspiration is defined by game genre, game mechanics, or other video game, in addition the purpose of the game is mainly due to learning a technical skill, enjoy doing it, and generate satisfaction in the players. Finally, the skills that prevail are 2D Design, Programming, and 3D Design. People with a high level of knowledge have the same passion as those who have just started in the multidisciplinary field of the development of video games motivated by creating an original game that has a good script and provides them a life experience.

Highlights

  • Video games are a clear reference of cultural globalization (Šisler et al 2017), figures of the video game industry show that at the beginning of the XXI century video games listed for $20 billion (Bernal-Merino 2017)

  • The purpose of the analysis is to take the main idea of the Global Game Jam (GGJ) that tests all the video game fans by using their skills with new technologies (ICTs) to create an original game in 48 h while including various categories of knowledge such as programming, design, production, script, and composition

  • The interviewees consider that the main sources of inspiration are: game genre (18%), game mechanics (16%), video game (16%), and life experience

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Summary

Introduction

Video games are a clear reference of cultural globalization (Šisler et al 2017), figures of the video game industry show that at the beginning of the XXI century video games listed for $20 billion (Bernal-Merino 2017). In the United States 65% of the population spends three or more hours playing video games (Entertainment Software Association 2017). Seiffert and Nothhaft (2015) stated that the video games market exceeds other entertainment industries such as cinema and music in audience, growth, and income. This phenomenon is no coincidence, the immersive experience of video games has provided cognitive and perceptual stimulation of attention, memory, and executive control (Boot et al 2008) benefiting visual sensitivity (Appelbaum et al 2013), decision-making (Green and Bavelier 2015), and the transmission of values (Martinez et al 2015).

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