Game-Making for Cultural Change and Empowered Youth Participation
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| Title: | Game-Making for Cultural Change and Empowered Youth Participation |
|---|---|
| Language: | English |
| Authors: | Kim Holflod (ORCID |
| Source: | Journal of Computer Assisted Learning. 2026 42(2). |
| Availability: | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
| Peer Reviewed: | Y |
| Page Count: | 17 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Empowerment, Youth, Cultural Maintenance, Games, Cultural Influences |
| DOI: | 10.1002/jcal.70197 |
| ISSN: | 0266-4909 1365-2729 |
| Abstract: | Background: Game-making has the potential to foster cultural participation and empowerment, yet its role as a form of culture-making remains underexplored. Existing approaches to cultural engagement often overlook the creative and participatory possibilities of game-making for addressing pressing cultural challenges and promoting youth inclusivity and empowerment in cultural heritage. This study highlights the importance of game-making as a meaningful strategy for cultural preservation and transformation. Objectives: The article investigates how game-making, particularly through cultural game jams, can promote cultural participation, youth empowerment and support cultural innovation. Methods: The study is grounded in a design-based research methodology and examines the design, development and implementation of three cultural game jams within the EPIC-WE project. It employs a case study approach, analysing game jam practices through the lens of cultural participation, empowerment and diversity/inclusivity, while exploring connections to youth citizens' engagement in cultural heritage. Results and Conclusions: The findings show that cultural game jams can inspire and empower youth citizens to engage with cultural and societal issues through game-making. This paper contributes to the ongoing dialogue on leveraging games and game-making to transform culture and society by discussing the significant role of game-making in promoting cultural awareness, value-based imagination and youth engagement with cultural and societal issues. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1500497 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1500497 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Game-Making for Cultural Change and Empowered Youth Participation – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Kim+Holflod%22">Kim Holflod</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-2268-0556">0000-0003-2268-0556</externalLink>)<br /><searchLink fieldCode="AR" term="%22Carlo+De+Gaetano%22">Carlo De Gaetano</searchLink><br /><searchLink fieldCode="AR" term="%22Conceição+Costa%22">Conceição Costa</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-3544-722X">0000-0002-3544-722X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Filipe+Luz%22">Filipe Luz</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-3608-8417">0000-0002-3608-8417</externalLink>)<br /><searchLink fieldCode="AR" term="%22Maarten+Groen%22">Maarten Groen</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0003-0907-4364">0009-0003-0907-4364</externalLink>)<br /><searchLink fieldCode="AR" term="%22Rikke+Toft+Nørgård%22">Rikke Toft Nørgård</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-0481-6683">0000-0003-0481-6683</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Journal+of+Computer+Assisted+Learning%22"><i>Journal of Computer Assisted Learning</i></searchLink>. 2026 42(2). – Name: Avail Label: Availability Group: Avail Data: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 17 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Empowerment%22">Empowerment</searchLink><br /><searchLink fieldCode="DE" term="%22Youth%22">Youth</searchLink><br /><searchLink fieldCode="DE" term="%22Cultural+Maintenance%22">Cultural Maintenance</searchLink><br /><searchLink fieldCode="DE" term="%22Games%22">Games</searchLink><br /><searchLink fieldCode="DE" term="%22Cultural+Influences%22">Cultural Influences</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1002/jcal.70197 – Name: ISSN Label: ISSN Group: ISSN Data: 0266-4909<br />1365-2729 – Name: Abstract Label: Abstract Group: Ab Data: Background: Game-making has the potential to foster cultural participation and empowerment, yet its role as a form of culture-making remains underexplored. Existing approaches to cultural engagement often overlook the creative and participatory possibilities of game-making for addressing pressing cultural challenges and promoting youth inclusivity and empowerment in cultural heritage. This study highlights the importance of game-making as a meaningful strategy for cultural preservation and transformation. Objectives: The article investigates how game-making, particularly through cultural game jams, can promote cultural participation, youth empowerment and support cultural innovation. Methods: The study is grounded in a design-based research methodology and examines the design, development and implementation of three cultural game jams within the EPIC-WE project. It employs a case study approach, analysing game jam practices through the lens of cultural participation, empowerment and diversity/inclusivity, while exploring connections to youth citizens' engagement in cultural heritage. Results and Conclusions: The findings show that cultural game jams can inspire and empower youth citizens to engage with cultural and societal issues through game-making. This paper contributes to the ongoing dialogue on leveraging games and game-making to transform culture and society by discussing the significant role of game-making in promoting cultural awareness, value-based imagination and youth engagement with cultural and societal issues. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1500497 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1500497 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1002/jcal.70197 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 17 Subjects: – SubjectFull: Empowerment Type: general – SubjectFull: Youth Type: general – SubjectFull: Cultural Maintenance Type: general – SubjectFull: Games Type: general – SubjectFull: Cultural Influences Type: general Titles: – TitleFull: Game-Making for Cultural Change and Empowered Youth Participation Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kim Holflod – PersonEntity: Name: NameFull: Carlo De Gaetano – PersonEntity: Name: NameFull: Conceição Costa – PersonEntity: Name: NameFull: Filipe Luz – PersonEntity: Name: NameFull: Maarten Groen – PersonEntity: Name: NameFull: Rikke Toft Nørgård IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 0266-4909 – Type: issn-electronic Value: 1365-2729 Numbering: – Type: volume Value: 42 – Type: issue Value: 2 Titles: – TitleFull: Journal of Computer Assisted Learning Type: main |
| ResultId | 1 |