Title
Effectiveness of Game Jam-based iterative program for game production in Japan.
Abstract
In this paper, we will introduce a game production program to iterate multiple game development cycles in a limited period. In one semester, we executed a game development process thrice, changing members every time. Students had the opportunity to gain experience, working with different people; also, by being provided a time limit for the development process, they learned how to manage development time effectively. Furthermore, by implementing the plan–do–check–act (PDCA) cycle [ASQ] in each development, students had the opportunity to identify and solve problems during the semester. Using this framework, we worked on the following three educational problems in Japan:
Year
DOI
Venue
2016
10.1016/j.cag.2016.07.006
Computers & Graphics
Keywords
Field
DocType
Game,Education,Game Jam,Iteration
Win-win game,Mathematical optimization,Computer science,Video game development,Game design document,Game design,Simulations and games in economics education,Artificial intelligence,Mathematics education,Game Developer,Game testing,Non-cooperative game
Journal
Volume
ISSN
Citations 
61
0097-8493
1
PageRank 
References 
Authors
0.36
0
7
Name
Order
Citations
PageRank
Koji Mikami1128.00
Yosuke Nakamura211.37
Akinori Ito327262.32
Motonobu Kawashima422.41
Taichi Watanabe564.80
Yoshihiro Kishimoto610.36
Kunio Kondo74011.73