TY - JOUR
T1 - Fitting the needs of an industry
T2 - An examination of games design, development, and art courses in the UK
AU - Ip, Barry
PY - 2012/4
Y1 - 2012/4
N2 - There have been growing criticisms in recent years among the computer and video games community on the apparent lack of graduates capable of meeting the industry's employment needs. Following the sharp rise in the number of computer and video games courses across higher education (HE) institutions in the UK and across the globe, this article examines the composition of existing British games design, development, and art programs in relation to prescribed study areas voiced by industry bodies. From a sample of 242 courses, and a further 11 industry-derived and accredited programs, the results explore content currently residing within a variety of games programs and qualification types and evaluate the extent to which such content adheres to the industry's demand for the focus on specific skills and study areas. The findings point toward certain shortfalls in some key areas deemed to be important by industry professionals and the consideration of the degree to which course providers should cater to the specific demands of industry.
AB - There have been growing criticisms in recent years among the computer and video games community on the apparent lack of graduates capable of meeting the industry's employment needs. Following the sharp rise in the number of computer and video games courses across higher education (HE) institutions in the UK and across the globe, this article examines the composition of existing British games design, development, and art programs in relation to prescribed study areas voiced by industry bodies. From a sample of 242 courses, and a further 11 industry-derived and accredited programs, the results explore content currently residing within a variety of games programs and qualification types and evaluate the extent to which such content adheres to the industry's demand for the focus on specific skills and study areas. The findings point toward certain shortfalls in some key areas deemed to be important by industry professionals and the consideration of the degree to which course providers should cater to the specific demands of industry.
KW - Computer games
KW - Course design
KW - Curriculum
KW - Games courses
KW - Higher education
UR - http://www.scopus.com/inward/record.url?scp=84860281527&partnerID=8YFLogxK
U2 - 10.1145/2160547.2160549
DO - 10.1145/2160547.2160549
M3 - Article
AN - SCOPUS:84860281527
SN - 1946-6226
VL - 12
JO - ACM Transactions on Computing Education
JF - ACM Transactions on Computing Education
IS - 2
M1 - a6
ER -