论文标题
游戏果酱和黑客马拉松如何加速设计过程
How Game Jams and Hackathons Accelerate Design Processes
论文作者
论文摘要
该论文介绍了有关如何将游戏果酱和黑客马拉松设计过程中的设计过程理解为加速的三年研究。黑客马拉松和游戏果酱都可以描述为参与者在有意短的时间范围内参与设计和开发原型的格式,例如48小时,旨在促进创造力,并鼓励快速决策和快速制作原型。游戏果酱和黑客马拉松在许多不同的情况下也是为了许多不同的目的而组织的,例如:内部在公司中引发新想法;为市政当局促进公民创新;在文化和政府机构中;教育不可或缺的一部分;想要进入游戏行业的开发人员的入口点(Olesen,2020; Kultima,2015年)。在最近的十年中,游戏果酱和黑客马拉松也被介绍给学术界,作为教学和学习的格式以及研究平台。只有很少的研究贡献与了解游戏果酱和黑客马拉松的加速设计过程如何展开,或者游戏果酱和黑客马拉松格式如何影响这些加速设计过程。 我的博士学位项目的主要贡献是:1)描述性过程级知识,在游戏果酱和黑客马拉松的情况下,上下文和巩固了加速设计过程的上下文。 2)如何组织游戏果酱的概述,以支持参与者的创造力以及如何将黑客马拉松用作学术界的手段和研究重点。 3)探索如何组织游戏果酱和黑客马拉松格式,以支持学术界等知识的产生,并为了支持创造力。
This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and developing prototypes during an intentionally short time frame, such as 48 hours, which is meant to facilitate creativity, and encourage fast decision making and rapid prototyping. Game jams and hackathons are organised in many different contexts and for many different purposes as well, such as: internally in companies to spark new ideas; for fostering citizen innovation for municipalities; in cultural and governmental agencies; integral parts of education; entry points for developers wanting to enter especially the game industry (Olesen, 2020; Kultima, 2015). During the recent decade, game jams and hackathons have been introduced to academia as well, as formats for teaching and learning, and as research platforms as well. Only few research contributions engage with understanding how accelerated design processes in game jams and hackathons unfold, or how the organisation of game jam and hackathon formats influence these accelerated design processes. The main contributions of my PhD project are: 1) Descriptive process-level knowledge, which contextualise and solidify how accelerated design processes unfold under the circumstances of a game jam and a hackathon. 2) Overviews of how game jams have been organised for supporting participants' creativity and of how hackathons have been used as means and as research focus within academia. 3) Exploring how game jam and hackathon formats may be organised in order to support knowledge generation such as within academia, and in order to support creativity.