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Хакатон (англ. hackathon, от hack (см. хакер) и marathon — марафон) — формат встречм разработчиков, во время которого специалисты из разных областей разработки программного обеспечения (программисты, дизайнеры, менеджеры) сообща работают над решением какой-либо проблемы.


  • Briscoe G., Mulligan C. The hackathon phenomenon. 2014.

The word hackathon is combined from the words hack and marathon, where hack is used in the sense exploratory and investigate programming (not as a reference to committing a cybercrime). The term appeared in 1999, seemingly arising independently from open-source software developers of the OpenBSD computer operating system, and Sun Microsystems (which has since been bought by Oracle) marketers. OpenBSD software developer's use of the term referred to a cryptographic development event held in Calgary on 4th June 1999, where small number of developers came together to avoid the legal problems arising from export regulations of cryptographic software from the United States of America (USA).

Hackathons for video game development are sometimes called game jams, apparently adopting a variant design jams (short collaborative events for designers and other creative professionals) rather than as a variant of the jam or jamming session in the musical context. We suggest this because in a design jam participants collaborate in the area of user experience challenges, which is a necessary and important part of computer game development.

Hackathons are also known as a hackfest, which is an abbreviation of hacking festival. Also, as a hack day when the event is day in length. The term codefest, which is an ab- breviation of code festival where code refers to computer code. It presumably arose in the hope of avoiding the negative connotations associated with the term hack. Technologically focused hackathons (rather than those focused on the application of a technologies to a social challenge or business opportunity) aimed at a specific application are sometimes known as sprints or code sprints. This is because of the potential for intensive computer programming over a short timeframe, which are therefore considered to be appropriately described as a sprint. This is often made possible by a specific pre-defined goal or goals which makes this sprinting (intensive computer programming) feasible, rather than an open-ended or exploratory hackathon, which would be expected to have considerable pre-cursor activities such as software modelling, interface design, etc.


Hackathons typically start with one or more presentations about the event, including the challenge prizes if available. Aims or challenges can be gathered beforehand, and they can be shared or kept secret depending on the format of the event. Alternatively, they can generated at the event, or the event may be focused around a specific task. This is sometimes followed by suggestions or requirements for the size and participant types for the teams. Then participants suggest ideas and form teams, based on individual interests and skills. Sometimes they will pitch their ideas to recruit additional team members, because without su�cient technologists paper prototypes have to be utilised. Then the main work of the hackathon begins, which can last anywhere from several hours to several days. However, they typically last between a day and a week in length.


  • Briscoe G., Hon J.X. Choreograthons: Hackathons for Dance. 2016.
  • Briscoe G. Digital innovation: The hackathon phenomenon. 2014.
  • Briscoe G. Creating cultures of innovation. 2016.
  • Briscoe G., Lockwood J. Creative Gardens: Towards Digital Commons. 2016.
  • Briscoe G., Mulligan C. The hackathon phenomenon. 2014.
  • Briscoe G., Virani T.E., Dima M. Hackathons: Why Co-location? // Creativeworks London Working Papers. 2015.
Персональные инструменты

организаторы проекта
PH International
Корпорация Intel
Компания ТрансТелеКом