Video Games


Feb 01, 2004 Print Article
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By Jim Brodie Brazell, Nicholas Kim, Honoria Starbuck

This highly anticipated report covers the game market, industry, technologies, workforce needs, and implications to Texas technical colleges and universities. The report may be of interest to students, teachers, policy makers, economic development officials, academic administrators, game industry businesses and investors. Highlights of the forecast include predictions related to the global US$50 billion industry: acceleration of network gaming, fueled by next generation “super computer” gaming consoles, broadband, and wireless technologies; relations among gaming and 21st Century science (nano-bio-info-congo-enviro), design-related industries (industrial design, architecture, instructional design, aerospace, architecture), specialized industries that require transdisciplinary knowledge workers (robotics, IT security, national defense, and homeland security) and education; and San Antonio’s academy model for innovation, education and economic development.

Table of Contents

List of Tables v
List of Figures v
Author Biographies vii
Preface ix
Acknowledgments x
Executive Summary 1
Introduction 1
Game Industry and Market Snapshot 1
Developing Knowledge Workers for Gaming 2
Innovation Networks and The Wired Generation 3
Game Industry Workforce Development 4
Game Industry Workforce Needs 6
Gaming Curricula 9
IGDA Curriculum Framework 11
Partnering With the Game Industry 12
Gaming, Science, Technology, and Education 14
Market and Technologies 17
Introduction 17
Forecasts 17
Gamer Demographics 18
Digital Game Platforms 19
The Digital Game Industry 23
Introduction 23
Game Company Market Performance 23
Industry Trends 23
Structure of the Industry 24
Convergence Affects the Value System 26
Emerging Industry Value System 27
Creators and the Production Culture 28
Game Industry R&D and Innovation Networks 30
Game Trends and Technology Scenarios 35
Network Games 35
Next-Generation Platforms 36
Broadband and Gaming 37
Wideband and Gaming 38
Advanced Gaming Display Technologies 41
Profiles of Global Markets 41
Survey of Trends and Technologies 43
Findings and Analysis 43
Survey of Industry Workforce Needs 49
Findings and Analysis 49
Constructivist Network Learning Environments 57
Introduction 57
Conclusion 57
Workforce Domains, Salaries, and Occupations 61
Introduction 61
Functional Work Domains 61
Informatics Jobs and Salaries 62
Art Jobs and Salaries 64
Production Jobs and Design Salaries 66
Business Jobs 69
Entry-Level and Future Jobs 70
Conclusion 72
Knowledge Workers and Knowledge Industries 73
Introduction 73
Convergence 73
The Wired Generation, Gaming, and Education 79
College Curricula and The Wired Generation 79
Survey of Gamer Innovators 81
Gaming Curricula 83
IGDA Curriculum Framework 85
San Antonio Partnership Model 87
Ideal Learning Environment 88
Lab Equipment 88
Conclusion 90
List of Appendices 91
A: Knowledge, Skills, and Abilities of Select Jobs 91
B: Academic Digital Game Programs 99
C: Digital Game Company Inventory 105
D: Technology Inventory 121
E: Experts Consulted 143
F: Next-Generation Console Specifications 144
G: References 145

Forecasts
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