所属 メディア学部 メディア学科 職種 教授
|標題||Effectiveness of Game Jam Based Iterative Program for Game Production in Japan|
|掲載誌名||Computers & Graphics|
|著者・共著者||Koji Mikami, Yosuke Nakamura, Akinori Ito, Motonobu Kawashima, Taichi Watanabe, Yoshihiro Kishimoto, Kunio Kondo|
|概要||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:Mixed development with students of diverse ages and educational levels|
Consciousness of development time
Understanding of each individual's strong and weak points
Finally, we compared three types of programs (this program, Global Game Jam, and a mentor-based development program) in order to evaluate the aspects of game development that can be learned by them. We discussed how to develop a curriculum using a game jam framework.