Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures ........................................................................................................................................... v Author Biographies .............................................................................................................................. vii About the IC2 Institute and the Digital Media Collaboratory ............................................ viii 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 DIGITAL GAME FORECAST >> February 2004 iii Survey of Industry Workforce Needs ............................................................................................... 49 Findings and Analysis ................................................................................................................ 49 Constructivist Network Learning Environments ........................................................................... 57 Introduction ................................................................................................................................. 57 Conclusion ................................................................................................................................... 59 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
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