Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
15th Annual Conference
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Panel session 2
Organized Session: Past 10 Years of the Serious Game Jam and Future Challenges
*Masakazu FURUICH*Yutaka MATSUNO*Megumi AIBARA*Aiko TAKAZAWA*Yuto INUDA*Tsutomu MITAMURA*Yuya FUJIWARA*Kan SHIMAZAKI*Akira KURIYAMA*Makoto GOTO*Kenji ONO
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 225-226

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Abstract
Ten years have passed since the first Serious Game Jam (SGJ) was held in 2014, and many serious games have been developed on ten topics such as "cyber security" and "disaster prevention". Some of the outcomes have been published in manuals for organizers, making it easier to plan and run events than before, and the methods are also being used in lectures and seminars at universities and other institutions. In addition, the number of game jams held recently that take on themes related to issues in the world has increased, and it can be thought that interest in serious games has increased more than it was 10 years ago. Furthermore, at SGJ9, which was held in March 2024, seven games were created, and two of these are scheduled to be commercialized in 2025, which is the first time this has happened. After 10 SGJ events, the progress to date and future issues will be clarified through presentations from the perspectives of the organizers, participants, and commercialization staff, as well as through panel discussions.
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© 2025 Digital Research Association JAPAN

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