Participants
Participants in the Global Game Jam are of all skill levels and in various fields. Everyone from professional game developers to educators to artists and designers is welcome to participate. Once the jam begins, participants come up with game ideas, before pitching those ideas to each other and forming teams to work together on a project.Basic Questions. http://www.globalgamejam.org/wiki/basic-questions#ggj Retrieved 2/14/2011.Event organization
Groups wishing to host a jam site must fulfill certain requirements. Their location must have Internet access for everyone involved, access to development resources such as an IDE, possibly preinstalled at the location, an event coordinator, beverages and nearby food access, if possible, round-the-clock availability of the location, and security for belongings. At each site, the Global Game Jam runs continuously for 48 hours in each time zone, beginning at 5:00 PM on the start date, and ending at 5:00 PM two days later. The recommended schedule includes a short planning and team creation period, followed by development time until 3:00 PM on the final day. The last few hours are set aside for teams to present their creation to each other. However, sites are not required to follow this schedule. At the beginning of the event participants are given a theme, such as “Extinction” in the 2011 Jam. Participants are asked to create a game that in some way relates to this theme. Additionally, participants are given a list of “achievements”, also referred to as diversifiers. These are designed to drive creative development by adding a unique or limiting factor to their game's design.Past events
The first Global Game Jam was held from January 30 – February 1, 2009, at 53 locations across the globe. During the jam, 1650 participants created 370 games.Jacobs, Steve. “Global Game Jam 2009: A Worldwide Report.” p1. 2/25/2009. http://www.gamasutra.com/view/feature/3943/global_game_jam_2009_a_worldwide_.php.Whitacre, Andrew. “GAMBIT Game Lab to build new video games in 48-hour marathon.” 1/5/2010. http://web.mit.edu/newsoffice/2010/gambit-game-jam.html The second Jam expanded further in 2010, increasing to 138 sites and resulting in 900 games made by 4300 creators. The 2011 Game Jam, which ran January 28–30, gathered 6500 participants at 169 sites who created over 1500 games total.Alexander, Lee. “Global Game Jam Sees Biggest Year Yet With 6,500 Participants.” 1/25/2011. http://www.gamasutra.com/view/news/32750/Global_Game_Jam_Sees_Biggest_Year_Yet_With_6500_Participants.php The 2012 Game Jam ran January 27–29 with over 10,684 participants in 242 locations (47 countries). 2209 games were created. According to a March 2 press release, the Global Game Jam is recognized as the largest in the world by the Guinness Book of World Records. The 2013 Game Jam was held January 25–27 with 16,705 participants in 319 locations (63 countries). 3248 games were created. The 2014 GGJ was held January 24–26 with 23,198 participants in 488 locations (72 countries). 4290 games were created. The 2015 GGJ took place from 23 to 25 January with 28,837 participants in 518 registered jam sites in 518 locations (78 countries). 5438 games were created. The 2016 GGJ was held January 29–31 with over 36,164 participants in 93 countries. The 2017 GGJ was held January 20–22 with over 36,401 participants in 95 countries. The 2018 GGJ was held January 26–28 with 42,811 participants in 108 countries. 8,606 games were made at 803 locations. The 2019 GGJ was held January 25–27 with 47,009 participants in 113 countries. 9,010 games were made at 860 locations. The 2020 GGJ was held January 31 - February 1 with 48,753 participants in 118 countries. 9601 games were made at 934 locations. The 2021 GGJ was held January 27 - January 31 with 28,825 registered participants at 585 sites in 104 countries. 6,383 games were made. (Online only due to COVID-19 pandemic) The 2022 GGJ was held January 20 - January 30 with 33,000 registered participants at 680 sites in 100 countries. 5,860 games were made.Event themes
* 2009 - "As long as we have each other, we will never run out of problems" * 2010 - "Deception" (plus extra time-zone-specific themes, including "The rain in Spain falls mainly on the plain") * 2011 - "Extinction" * 2012 - An image ofIntellectual property
All games produced are created under theReferences
External links