{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,10]],"date-time":"2026-06-10T15:30:21Z","timestamp":1781105421726,"version":"3.54.1"},"reference-count":35,"publisher":"IGI Global Scientific Publishing","issue":"4","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2013,10,1]]},"abstract":"<p>This paper reports the results of an online survey done by Global Game Jam (GGJ) participants in January 2012. This is an expansion of an earlier survey of a local game jam event and seeks to validate and extend previous studies. The objectives of this survey were collecting demographic information about the GGJ participants, understanding their motivations, studying the effectiveness of GGJ as a learning and community-building experience, and understanding the process used by GGJ participants to make a computer game in extremely limited time. The survey was done in two phases: pre-jam and post-jam. Collectively, the information in this survey can be used to (1) plan different learning experiences, (2) revise the development process for professional and academic projects, and (3) provide additional elements to game jams or change their structures based on the participants' comments to make them more fruitful.<\/p>","DOI":"10.4018\/ijgbl.2013100103","type":"journal-article","created":{"date-parts":[[2013,12,16]],"date-time":"2013-12-16T14:34:53Z","timestamp":1387204493000},"page":"27-46","source":"Crossref","is-referenced-by-count":42,"title":["An International Study on Learning and Process Choices in the Global Game Jam"],"prefix":"10.4018","volume":"3","author":[{"given":"Ali","family":"Arya","sequence":"first","affiliation":[{"name":"School of Information Technology, Carleton University, Ottawa, ON, Canada"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Jeff","family":"Chastine","sequence":"additional","affiliation":[{"name":"Southern Polytechnic State University, Marietta, GA, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Jon","family":"Preston","sequence":"additional","affiliation":[{"name":"School of Computing and Software Engineering, Southern Polytechnic State University, Marietta, GA, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Allan","family":"Fowler","sequence":"additional","affiliation":[{"name":"Waiariki Institute of Technology, Rotorua, New Zealand"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"ijgbl.2013100103-0","unstructured":"Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1(1). Retrieved November 17, 2011, from http:\/\/www.gamestudies.org\/0101\/editorial.html"},{"key":"ijgbl.2013100103-1","unstructured":"Adams, E. (2002). Technology inspires creativity: Indie game jam inverts dogma 2001! Gamasutra. Retrieved August 7, 2012, from http:\/\/www.gamasutra.com\/view\/feature\/2989\/technology_inspires_creativity_.php"},{"key":"ijgbl.2013100103-2","doi-asserted-by":"publisher","DOI":"10.4018\/ijgbl.2011040105"},{"key":"ijgbl.2013100103-3","doi-asserted-by":"publisher","DOI":"10.2190\/UJ04-T5YB-YFXE-0BG2"},{"key":"ijgbl.2013100103-4","author":"J.Corbin","year":"2008","journal-title":"Basics of qualitative research: Techniques and procedures for developing grounded theory"},{"key":"ijgbl.2013100103-5","author":"M.Csikszentmihalyi","year":"1990","journal-title":"Flow: The psychology of optimal experience"},{"key":"ijgbl.2013100103-6","unstructured":"Entertainment Software Association. (2011). 2011 sales and demographic usage data: Essential facts about the computer and video game industry, Retrieved August 3, 2012, from http:\/\/www.theesa.com\/facts\/pdfs\/ESA_EF_2011.pdf"},{"key":"ijgbl.2013100103-7","unstructured":"Fowler, A., Khosmood, F., & Arya, A. (2013). The evolution and significance of the global game. In Proceedings of the FDG\u201913 Workshop on the Global Game Jam, Chaina, Crete, Greece."},{"key":"ijgbl.2013100103-8","doi-asserted-by":"publisher","DOI":"10.1109\/17.985749"},{"issue":"1","key":"ijgbl.2013100103-9","first-page":"110","article-title":"Teaching game design and game programming through interdisciplinary courses.","volume":"24","author":"P.Gestwicki","year":"2008","journal-title":"Journal of Computing Sciences in Colleges"},{"key":"ijgbl.2013100103-10","unstructured":"Global game jam sets Guinness World Record\u2122 for being the largest game jam in the world. (2012). Retrieved July 3, 2012 from http:\/\/globalgamejam.org\/news\/2012\/03\/01\/global-game-jam-sets-guinness-world-record%E2%84%A2-being-largest-game-jam-world"},{"key":"ijgbl.2013100103-11","unstructured":"Global Game Jam Wiki. (2009). Global game jam 2012. Retrieved July 2, 2012, from http:\/\/globalgamejam.org\/wiki\/ggj-wiki"},{"issue":"4","key":"ijgbl.2013100103-12","first-page":"692","article-title":"Exercising your brain: A review of human brain plasticity and training induced learning. Psychology and Aging","volume":"23","author":"C. S.Green","year":"2008","journal-title":"Special Issue on Plasticity"},{"key":"ijgbl.2013100103-13","unstructured":"Guevara-Villalobos, O. (2011). Cultures of independent game production: Examining the relationship between community and labour. In Proceedings of the Digital Research Association (DIGRA) conference: Think Design Play: The fifth international conference of the Digital Research Association, Hilversum, The Netherlands: Utrecht School of the Arts. Retrieved August 12, 2012, from http:\/\/www.digra.org\/dl\/db\/11307.08157.pdf"},{"key":"ijgbl.2013100103-14","unstructured":"Hecker, C. (2001). Indie game jam. Retrieved January 31, 2012, from http:\/\/www.indiegamejam.com\/igj0\/index.html"},{"key":"ijgbl.2013100103-15","unstructured":"History and contributors. (2012). Retrieved July 2, 2012, from http:\/\/globalgamejam.org\/history"},{"key":"ijgbl.2013100103-16","author":"K.Kiili","year":"2005","journal-title":"On educational game design: Building blocks of flow experience. Tampere University of Technology Publication 571"},{"key":"ijgbl.2013100103-17","doi-asserted-by":"crossref","unstructured":"Kultima, A., & Alha, K. (2011, September). Using the VNA ideation game at global game jam. In Proceedings of the Digital Research Association (DIGRA) conference: Think Design Play: The fifth international conference of the Digital Research Association, Hilversum, the Netherlands: Utrecht School of the Arts. Retrieved August 12, 2012, from http:\/\/www.digra.org\/dl\/db\/11301.19044.pdf","DOI":"10.26503\/dl.v2011i1.583"},{"key":"ijgbl.2013100103-18","doi-asserted-by":"crossref","unstructured":"Kultima, A., Niemel, J., Paavilainen, J., & Saarenp, H. (2008). User experiences of game idea generation games. In Proceedings of the 2008 Conference on Meaningful Play 2008. Retrieved January 13, 2012, from http:\/\/meaningfulplay.msu.edu\/proceedings2008\/","DOI":"10.1145\/1496984.1497007"},{"issue":"4","key":"ijgbl.2013100103-19","first-page":"218","article-title":"Mixing qualitative and quantitative methods: Insights into design and analysis issues.","volume":"3","author":"E.Lieber","year":"2009","journal-title":"Journal of Ethnographic and Qualitative Research"},{"key":"ijgbl.2013100103-20","author":"M. B.Miles","year":"1994","journal-title":"Qualitative data analysis: An expanded sourcebook"},{"key":"ijgbl.2013100103-21","doi-asserted-by":"crossref","unstructured":"Musil, J., Schweda, A., Winkler, D., & Biffl, S. (2010). Synthesized essence: What game jams teach about prototyping of new software products. In Proceedings of the 32nd International Conference on Software Engineering (ICSE\u201910), Cape Town, South Africa (pp. 183-186). ACM.","DOI":"10.1145\/1810295.1810325"},{"key":"ijgbl.2013100103-22","author":"J.Novak","year":"2012","journal-title":"Game development essentials: An introduction"},{"key":"ijgbl.2013100103-23","author":"J.Piaget","year":"1970","journal-title":"Science of education and the psychology of the child"},{"key":"ijgbl.2013100103-24","author":"M.Prensky","year":"2001","journal-title":"Digital game-based learning"},{"key":"ijgbl.2013100103-25","doi-asserted-by":"crossref","unstructured":"Preston, J., Chastine, J., O\u2019Donnell, C., Tseng, T., & MacIntyre, B., (2012). Game jams: Community, motivations, and learning among jammers. International Journal of Games-Based Learning, 51-70.","DOI":"10.4018\/ijgbl.2012070104"},{"key":"ijgbl.2013100103-26","unstructured":"Rodriguez, H. (2006). The playful and the serious: An approximation to Huizinga\u2019s Homo Ludens. Game Studies, 6(1). Retrieved December 12, 2011, from http:\/\/gamestudies.org\/0601\/articles\/rodriges"},{"key":"ijgbl.2013100103-27","author":"N.Rosenberg","year":"1982","journal-title":"Inside the black box: Technology and economics"},{"key":"ijgbl.2013100103-28","unstructured":"Sawyer, B., & Smith, P. (2008). Serious games taxonomy. In Proceedings of the Serious Games Summit at Game Developers Conference 2008. Retrieved October 10, 2010, http:\/\/www.seriousgames.org\/presentations\/serious-games-taxonomy-2008_web.pdf"},{"key":"ijgbl.2013100103-29","first-page":"213","article-title":"Video game uses and gratifications as predictors of use and game preference","author":"J. L.Sherry","year":"2006","journal-title":"Playing computer games: Motives, responses, and consequences"},{"key":"ijgbl.2013100103-30","doi-asserted-by":"crossref","unstructured":"Shin, K., Kaneko, K., Matsui, Y., Mikami, K., Nagaku, M., Nakabayashi, T., et al. (2012). Localizing global game jam: Designing game development for collaborative learning in the social context. In A. Nijholt, T., Rom\u00e3o, & D. Reidsma, (Eds.) Lecture Notes in Computer Science (pp. 117-132), 7624. Berlin, Germany: Springer","DOI":"10.1007\/978-3-642-34292-9_9"},{"key":"ijgbl.2013100103-31","unstructured":"Shodhan, S., Kucic, M., Gray, K., & Gabler, K. (2005). How to prototype a game in under 7 days. Gamasutra. Retrieved August, 12, 2010, from http:\/\/www.gamasutra.com\/features\/20051026\/gabler_01.shtml"},{"key":"ijgbl.2013100103-32","doi-asserted-by":"crossref","first-page":"104","DOI":"10.1007\/1-4020-3872-0_7","article-title":"Creative user-centred design practices: Lessons from game cultures","author":"O.Sotamaa","year":"2005","journal-title":"Everyday innovators: Researching the role of users in shaping ICTs"},{"key":"ijgbl.2013100103-33","doi-asserted-by":"crossref","unstructured":"Van den Bosch, F., Ribbens, W., & Van Looy, J. (2011, September). Doing it themselves! A mixed-method study into the motivations of players to \u2018create\u2019 in the context of gaming. In Proceedings of the Digital Research Association (DIGRA) conference: Think Design Play: The fifth international conference of the Digital Research Association, Hilversum, the Netherlands: Utrecht School of the Arts, Retrieved August, 12, 2012, from http:\/\/www.digra.org\/dl\/db\/11312.36121.pdf","DOI":"10.26503\/dl.v2011i1.566"},{"key":"ijgbl.2013100103-34","doi-asserted-by":"crossref","unstructured":"Zyda, M. (2006). Educating the next generation of game developers. IEEE Computer, 30-34.","DOI":"10.1109\/MC.2006.197"}],"container-title":["International Journal of Game-Based Learning"],"original-title":[],"language":"ng","link":[{"URL":"https:\/\/www.igi-global.com\/viewtitle.aspx?TitleId=96977","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,5,1]],"date-time":"2025-05-01T01:59:56Z","timestamp":1746064796000},"score":1,"resource":{"primary":{"URL":"https:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?doi=10.4018\/ijgbl.2013100103"}},"subtitle":[""],"short-title":[],"issued":{"date-parts":[[2013,10,1]]},"references-count":35,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2013,10]]}},"URL":"https:\/\/doi.org\/10.4018\/ijgbl.2013100103","relation":{},"ISSN":["2155-6849","2155-6857"],"issn-type":[{"value":"2155-6849","type":"print"},{"value":"2155-6857","type":"electronic"}],"subject":[],"published":{"date-parts":[[2013,10,1]]}}}