Strategies

Use an intermediate game-jam duration of about 6 hours, long enough for teams to pass through the first four development phases

Strategy · All strategies
Evidence · 1 claim (1 mixed) · 1 study (1 qualitative), q2 · 0 of 1 report an effect size · 1 claim rests on one study

Description

The authors opted for 6-hour events instead of the standard 48-hour format, arguing shorter events cannot support a quality collaborative and creative process. They state that with fewer than 6 h "a quality collaborative and creative process cannot take place", because teams must transit the first four phases to turn ideas into playable products, while participants experienced the short duration as part of the challenge.

Design Implications

Context

Requirements

Constraints

Target Learners

Target Learning Goals

Claims

Examples

-

Key Sources

Page metadata
Field Value
type strategy
id six-hour-game-jam-duration
title Use an intermediate game-jam duration of about 6 hours, long enough for teams to pass through the first four development phases
description The authors opted for 6-hour events instead of the standard 48-hour format, arguing shorter events cannot support a quality collaborative and creative process.
status review
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — contreras-espinosa-2022

Frontmatter is the page's machine-readable record — see the Schema & Guide.