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Gaming, A Technology Forecast

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  • Authored by: Jim Brodie Brazell, Nicholas Kim, Honoria Starbuck
  • Program Manager for Research: Eliza Evans, IC² Institute
  • PET Program Director: Michael Bettersworth, TSTC
  • 162 Pages
  • Published February 2004.

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 Tablesv
List of Figuresv
Author Biographiesvii
Prefaceix
Acknowledgmentsx
Executive Summary1
    Introduction1
    Game Industry and Market Snapshot1
    Developing Knowledge Workers for Gaming2
    Innovation Networks and The Wired Generation3
    Game Industry Workforce Development4
    Game Industry Workforce Needs6
    Gaming Curricula9
    IGDA Curriculum Framework11
    Partnering With the Game Industry12
    Gaming, Science, Technology, and Education14
Market and Technologies17
    Introduction17
    Forecasts17
    Gamer Demographics18
    Digital Game Platforms19
The Digital Game Industry23
    Introduction23
    Game Company Market Performance23
    Industry Trends23
    Structure of the Industry24
    Convergence Affects the Value System26
    Emerging Industry Value System27
    Creators and the Production Culture28
    Game Industry R&D and Innovation Networks30
Game Trends and Technology Scenarios35
    Network Games35
    Next-Generation Platforms36
    Broadband and Gaming37
    Wideband and Gaming38
    Advanced Gaming Display Technologies41
    Profiles of Global Markets41
Survey of Trends and Technologies43
    Findings and Analysis43
Survey of Industry Workforce Needs49
    Findings and Analysis49
Constructivist Network Learning Environments57
    Introduction57
    Conclusion57
Workforce Domains, Salaries, and Occupations61
    Introduction61
    Functional Work Domains61
    Informatics Jobs and Salaries62
    Art Jobs and Salaries64
    Production Jobs and Design Salaries66
    Business Jobs69
    Entry-Level and Future Jobs70
    Conclusion72
Knowledge Workers and Knowledge Industries73
    Introduction73
    Convergence73
The Wired Generation, Gaming, and Education79
    College Curricula and The Wired Generation79
    Survey of Gamer Innovators81
    Gaming Curricula83
    IGDA Curriculum Framework85
    San Antonio Partnership Model87
    Ideal Learning Environment88
    Lab Equipment88
    Conclusion90
List of Appendices91
    A: Knowledge, Skills, and Abilities of Select Jobs91
    B: Academic Digital Game Programs99
    C: Digital Game Company Inventory105
    D: Technology Inventory121
    E: Experts Consulted143
    F: Next-Generation Console Specifications144
    G: References 145
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