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DiGRA
The paper argues that the most valuable outcome of a social-impact game jam is the learning participants gain as they assess a societal problem.
Lindsay Grace's paper argues that game jams focused on social impact should be understood as pedagogic playgrounds: spaces where participants learn about complex societal problems through the act of translating their understanding into playable experiences. Drawing on observations from four jams co-organized by the author between 2023 and 2024 in Kuala Lumpur, Ahmedabad, and Kyoto, the work moves beyond the common focus on game production, skill development, and teamwork that dominates prior literature. Its central claim is that the most valuable outcome of a game jam is the learning that occurs as participants assess a problem, decide which of its elements are essential, and encode those elements into mechanics, dynamics, and aesthetics.
The paper frames this process as a form of translation, in which participants convert their interpretation of a problem's causes and possible solutions into a simulation they can test. Grounding this argument in the view that games are collections of designer-created challenges and solutions, the author compares participants to students who become teachers and scientists, testing hypotheses through design. The intense time pressure and collaborative structure of game jams are presented as factors that amplify this reduction of complex issues to their simplest elements.
The evidence base is qualitative and experiential rather than systematic. The paper does not report survey data, participant counts, or formal measures of learning outcomes, and it draws its claims from the author's roles as organizer, trainer, and consultant. The jams involved partnerships with United States embassies, regional nonprofits, commercial studios, and universities. The work is best read as a theoretical framing supported by observed patterns, offered to extend the study of game jams from production outcomes toward participant understanding of social problems.
DiGRA · 2026