In other words, hackathons as currently organized are incredibly exciting events for participating hackathon teams, organizers, and sponsors ... but far less interesting to remote observers, e.g., prospective employers who can't send on-site recruitment teams to the hackathons, and educators who would like to gain insights as to how to improve the effectiveness of hackathons as learning experiences for students at their own colleges and universities
- A Hackathon is not a traditional chess match.
In a traditional chess match, observers only know which moves were made. They don't know the players' intentions. By contrast, the ideas in the heads of hackathon teams are at the core of a hackathon, and what viewers really want to watch is how hackathon teams transform their ideas into running code.
- Getting inside their heads
Some (hopefully most) of a team's app development process will be captured by wire frames and other documentation ... But unlike chess moves, the frames don't speak for themselves. So remote observers also need a team's verbal and written explanations of frames and/or other design documents.
P.S. This note only identified two kinds of remote stakeholders who could benefit from more accessible hackathons -- prospective employers and educators. But if millions of game players and wannabe players watch game channels on Twitch, IMHO we could reasonably we anticipate that remotely accessible hackathons might attract thousands, perhaps hundreds of thousands of hackers and wannabe hackers. Viewerships this large would attract support from the kinds of sponsors who would pay substantial fees to place their brands in front of thousands of educated, young hackers ... and far more for hundreds of thousands ... :-)