Gaming, A Technology Forecast
- 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 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 |
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