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It’s been a long wait, but our report “Changing Faces of Game Innovation” is now available at University of Tampere digital library. The report is a whopping 376 pages of articles covering almost the whole 2,5 year research journey. We decided to share our thoughts and results on wide variety of issues, even when some thought processes are not yet in a final form. We also included descriptions of the tools and methods we developed or looked at during this time. We hope you enjoy the package!

If you are not that keen on reading or just busy, check out the “comic book” version “Questions and Answers (on Game Innovation)”. It introduces the research questions and conclusions of our articles, each as a one-page comic.

There is also a limited edition of physical copies available at Granum virtual book store. Order your copy of “Questions and Answers (on Game Innovation)” or “Changing Faces of Game Innovation” before they run out! They ship internationally!

It’s been a great project! Big Thank You belongs to the people and the companies who have helped us during this journey! Hopefully we’ll get to elaborate these issues in the future as well, as the project has raised at least as many new questions as it has answered. We also encourage others to pick up from where we left off and continue the work. There is so much to do!


We have updated the references page with some interesting articles. Most of the listed articles at least one of our researchers have read and then introduced them for the whole research group. We have updated the list of games we have played.

During last autumn, GaIn has been busy on running two sets of workshops with our industry partners.

First round was a blue-sky ideation workshop with 2 to 3 ideation methods per workshop. The methods included GameSpace methods such as VNA, GameSeekers, GameBoard and some other methods such as ThinkCube.

The other round included restriction-based ideation, where the companies could propose a restriction for their session. We developed new prototypes that try to facilitate more focused ideation sessions. The results have not yet been overly promising as this “idea game” design challenge is more demanding. The restrictions used in workshops varied from platform, theme and social aspects to old concepts.

In both rounds the ideas were documented, and the best ones were introduced and talked about. We also gathered the experiences by conducting a group interview about previous experiences, thoughts about the workshop, methods and ideas as well as what restrictions means in general level to the developers.

GameSpace project methods are available here:

GaIn is proud to inform that the registration to FGJ is now open and can be found here.

Make sure to register early! The registration will be open until Monday, January 25th, 16:00. However, the participant number is limited and in case it is exceeded, the registering order is one criterion to select the participants. In addition, participants registering before 15th January get a free Finnish Game Jam t-shirt!

More information of the FGJ on and on the global event it is part of, Global Game Jam, from

Finnish Game Jam (FGJ) is part of the Global Game Jam 2010. Finland is taking part in the Global Game Jam for the first time this year with three locations: Helsinki, Tampere and Kajaani. Tampere location is organized by GaIn with the help of Demola and Score.

A Game Jam brings together both game development students and professionals to innovate new games in a single weekend. Global Game Jam is a worldwide event, in which several jams are organized all over the world at the same time. The event lasts 48 hours, starting on January 29 at 17:00 local time in each time zone.

The first GGJ was held in 2009 with over 1600 participants in 23 countries, producing 370 games. More information about the GGJ and examples of previous game jams and games can be found on the GGJ website, Finnish Game Jam details are found at new domain

During the Game Jam, GaIn will be conducting research on the development process, ideation and time-constrained creativity. We are interested how this approach could be developed into a method that can be tied into game companies innovation processes.