Game jams are held for a variety of purposes. Lai et al. (2021) present the following taxonomy and examples: • Challenge & technology – This aspect is similar to
hackathons. Some definitions exclude competition-focused events from game jam, such as Grace (2016) and Ludum Dare, arguing that game jams emphasize the process over the product. However, it is not clear where the line should be drawn. • Commercial game jams – In
Amnesia Fortnight, teams build ideas with most votes by people. People vote and receive the prototype for a fee, making the event an example of commercial game jam. Game jams have also been held to promote products and companies. •
Experience economy – Game jams were held on train, sea, and air travels, and at locations such as cabins without ample water and electricity infrastructures and castles. These provide experiences unique to normal game development. • Games industry commentary – Certain events in the industry have spawned game jams, such as removal of
Flappy Bird leading to Flappy Jam. • Meta – Some game jams comedically use the elements of game jams itself, such as the 0h Game Jam held during the last hour of
European summer time, making the start and end times look the same. • Part of other events – Some game jams were part of larger academic and industry meetings, including those of adjacent subjects such as at
Ars Electronica. • Purposeful game jams – Various organizations have held game jams as part of their movement, including climate, diversity, and cultural activism, and to raise attention to disasters and news. • Regional affiliation • Teaching & learning – Some game jams carry
STEM themes to introduce them to under-represented groups. A survey also noted game jams as a way to teach game development career and social skills. In classroom, game jams promote team work, creativity, planning,
problem solving, and diversity. Educators may further mix social exercises such as "circle flap", "social ball", and "name gesture". Together with physical prototyping, they engage team communication. Meanwhile, the participants joined game jams to learn skills, network with others, and have fun. A study found that participants improved their social skills after a game jam. The time dedication needed was often a reason for not attending a game jam for university students. Long-term programs that span over several weeks does not work well with their schedules. ==Games==