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Universidade Lusófona

Vol. 3 No. 2 (2025)

Game Jams, Game-Making with Values, and Games Through and For Culture

Publication: December 2025

CONTENTS

Editorial

Games with a societal agenda, values and culture
Rikke Toft Nørgård, Conceição Costa

Articles

CULTURAL HERITAGE IN YAKUZA 0: REPRESENTING JAPAN’S BUBBLE ECONOMY
Md. Nahid-Ull-Islam Zoya

‘Cornerstones for Creativity and Success’
Finnish Game Cultural Organisations’ Public DEI Definitions and Practices
Usva Friman, Essi Taino, Kalle Laakso, Taina Myöhänen, Olli Sotamaa

DESIGNING WITH AMBIGUITY: Iterating Equity in Game Jam Design
Kim Holflod, Eva Eriksson, Em Achileus Hansen

Heroes, Helpers and Villains: Representations of the Carnation Revolution through Cultural Game Jam Outputs
Francisco Assis, Maria Costa, Maria Gonçalves, Inês Nunes

Varia Articles

Gaming for Social Change: Sharmila and the Representation of Otherness
Cátia Ferreira, Tamires Oliveira

A QUALITATIVE CONTENT ANALYSIS OF AFRICAN VIDEO GAMES DEVELOPED BY STUDENTS
Oluwarotimi Randle, Rebecca Y. Bayeck

Full issue available here.