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What does the future hold for game teaching

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Title: What does the future hold for game teaching


1
What does the future hold for game teaching?
  • Sud Sudirman
  • Liverpool John Moores University

2
Presentation Overview
  • Game Technology as an Academic Discipline
  • Factors that affects the state of game teaching
    in future
  • About the future
  • Worries and Misconceptions from the past
  • Trends and Pitfalls
  • What has been done so far.

3
Game Technology as an Academic Discipline
  • Although computer and video games have been
    around for more than 25 years, it is only
    recently that academia has regarded Computer Game
    Technology as an academic discipline.
  • Computer games were traditionally a product of
    individuals or a small group of people working
    together, without many a well-defined paradigm or
    rules.
  • But with the increasing sophistication and
    challenges in producing modern commercial games,
    many developers have to rethink of their strategy
  • Multi-disciplinary rules are applied to increase
    effectiveness and reduce cost and development
    time.
  • Companies need to recruit people with the right
    knowledge, the right attitude and discipline
    about game development

4
Game Technology as an Academic Discipline
  • Many were sceptical initially due to the kiddie
    nature of computer games.
  • Some also thought that game technology was
    too-specific a course of Computing or Software
    Engineering.
  • Specific undergraduate degree courses are nothing
    new
  • Aeronautical and Aerospace Engineering
  • Control Systems Engineering
  • Automotive Engineering
  • Robotics and Cybernetics
  • Microbiology
  • The birth and life of every academic discipline
    is related to its demand in the real world
  • But it also depends on a number of other factors

5
Factors that affects the state of game teaching
  • Quality of game education
  • The state of the industry and the demand for the
    graduates.
  • The perceptions of the industry about the
    academic discipline
  • Contribution from the industry to academia
  • Contributions from academia to the industry

6
The quality of game education
  • Traditionally, a course is developed in a
    university via the strength in research.
  • Strong research in the subject, together with the
    right expertise, will produce better teaching
    quality.
  • This process is rather less observed when it
    comes to developing game courses.
  • One main reason is that academia was sceptical
    about computer game education before it took off.
  • This was remedied by active collaboration between
    academia and the industry to come up with a good
    curriculum.
  • And equally importantly, many academia has now
    established game education as a proper academic
    discipline backed by strong research in the
    subject.

7
Factors that affects the state of game teaching
  • Quality of game education
  • The state of the industry and the demand for the
    graduates.
  • The perceptions of the industry about the
    academic discipline
  • Contribution from the industry to academia
  • Contributions from academia to the industry

8
The current state of game industry
  • Computer Game consumers today have a lot to be
    happy about, because computer and console games
    are better than ever.
  • The platforms are more powerful, environments are
    more detailed, and characters are more lifelike.
  • So, support from consumers is high.
  • The industry also enjoys a significant revenue
    from non-gaming sectors such as advertising
    companies, training companies, movie publishers
    and TV broadcasters to use their game or engine
    in their products (e.g., Time Commanders,
    Machinima, Full Spectrum Warrior.)

9
The current state of game industry
  • Huge market bigger than movie receipts
  • US/Canada 5.6bn
  • Western Europe 4.2bn
  • Japan 2.8bn
  • 30 of British households currently have video
    games consoles
  • Current generation consoles (PlayStation 2,
    Microsoft Xbox, Nintendo Gamecube) continue to
    stimulate the games market
  • Next generation consoles (Playstation 3,
    Microsoft Xbox 360, Nintendo Revolution) will
    give a boost in growth as what the current
    generation did 4-5 years ago.
  • Online gaming is expected to mature and become
    pervasive because consoles are beginning to get
    online
  • Wireless gaming is vital to the future of
    telecoms companies
  • Handheld gaming is booming well over 100
    million Nintendo Gameboys sold, about 25 million
    Gameboy Advances, and the same success is
    expected for Sony PSP.

10
The future of game industry
  • IDG Datamonitor predicted by 2008 the worldwide
    software gaming market will reach 20.4 billion.
  • So, the future seems bright and orange. Or is it?
  • Not many suspected the great crash in 1984. Could
    the majority of people be wrong again this time?

11
The Great Crash
  • The year is 1984
  • With the combined effect of the introduction of
    Home Computers and increased development efforts
    of many people.
  • Making a computer games became a relatively
    easier business.
  • Hence, the flood of cheap and low quality games
  • Added with the fact that everybody, even
    breakfast cereal manufacturers, used computer
    game as cheap-to-make premium advertising tool

12
What is the significance of this history now?
  • Some people draw the similarity between the
    increase in peoples ability to create computer
    game then, to the (expected) boom in numbers of
    computer game graduates.
  • Some people also draw the similarity between the
    relationship between the game industry and the
    other non-gaming industry in particular, the
    advertising companies.
  • And they quote

13
  • Those who can not remember the past are condemn
    to repeat it.
  • George Santayana

14
  • So have we learnt anything from this history?
  • Or an equally important question
  • Are we supposed to learn anything from this
    history?

15
Aside
  • There was an article on Scots Newse in Winter 99
    by William Urban.
  • It says Santayanas proverb is probably true but
    one can also learn the wrong lessons
  • For example, from the first World War, we learnt
    not to be too hasty in judging our enemies
    motives. From World War II we learnt to stand up
    against aggressors and from Vietnam war we learnt
    not to get involved.
  • So, back to the second question again
  • Are we supposed to learn anything from the
    history of The Great Crash of 1984?

16
Learning from History
  • The answer is of course yes.
  • Nintendo, with others, did learn from the mistake
    and acted upon it and they managed to revive the
    industry within a relatively short period of
    time.
  • But whether the same attitude can still be used
    today to prevent another crash, is a different
    matter.

17
Differences
  • Even with high proliferation of internet and
    rapid increase of free online or downloadable
    games, they hardly put a dent on the mainstream
    game market.
  • Computer games graduates, while in no doubt, will
    somehow increase the quality and sophistication
    of these free games, the games would be no
    match with most commercial games due to high
    production values and big budget.
  • Regarding the relationship between the game
    industry and the advertising companies, there is
    also a significance different in attitude of the
    gaming industry towards the marketing companies
    between then and now.

18
Differences
  • As opposed to create games that promotes a
    product, game companies use advertisement as a
    natural feature in their game.
  • Game companies no longer create games
    specifically to promote a product, but rather
    they use in-game advertisement techniques.
  • In fact, some even go as far as to use dynamic
    advertisement system that changes the advert
    content depending on the time and date the game
    is being played, e.g., Splinter Cell Chaos
    Theory
  • Although the case may not be so different with
    movie tie-ins game 20 years ago and now.

19
  • In any case, it would be unlikely for the game
    industry to crash, if not at all, because of the
    same reasons

20
What about other reasons?
  • Although in overall, the gaming market is
    increasing in size, the same can not be said
    about PC gaming market.
  • The share of PC gaming market has reduced
    compared to a decade ago.
  • One of the reasons is the significantly heavier
    reliance in PC games on new technology to attract
    consumers than in console games.

21
Reliance in Technology
  • Although no one is denying that reliance in
    technology is the main factor that keep people
    interested in games, heavy reliance puts extra
    burden on both developers and consumers.
  • A copy of 30 year old Beatles music CD for 12.99
    compared to a copy of 9 year old Transport Tycoon
    game for 1.
  • Console gaming traditionally relies more on
    techniques rather than technology, but fierce
    competition might shift this the other way
  • Shorter console life span
  • More complex CPU/GPU architectures increases
    development time and cost

22
Worries and Pitfalls
  • There is a possible pitfall in all of this.
  • Heavy reliance in technology particularly affects
    small to medium development house the most
  • Large overheads required to overcome the learning
    curve, and by the time they can break even,
    another new and more complex piece of hardware
    comes
  • This could drive them out of business, creating
    a pool of unemployed developer and at the same
    time slowing down recruitment of fresh graduates
  • Large companies also feel the burden of
    increasing development cost and time, driving the
    price up, and possibly to the point where
    consumers have enough.
  • However, this could open up a larger opportunity
    of middleware companies.

23
Effects on game teaching
  • Since, game technology moves at a faster rate
    than most subjects, there is an extra pressure on
    universities to keep their courses up-to-date.
  • And rather worryingly is that the industry might
    expect the level of technical knowledge and skill
    from the graduates to increase every year due to
    the same reason.
  • Considering that universities accept new students
    at a more-or-less the same level of academic
    background every year, there is an inevitable gap
    between what is expected and what can be produced
    realistically.

24
Factors that affects the state of game teaching
  • Quality of game education
  • The state of the industry and the demand for the
    graduates.
  • The perceptions of the industry about the
    academic discipline
  • Contribution from the industry to academia
  • Contributions from academia to the industry

25
The perception
  • The academic background of many, if not all, of
    current practitioners in the game industry are
    not from game technology related degrees
  • It would be natural for them to be sceptical
    about the new academic discipline.
  • The challenges now lie in proving that the
    industry would really benefit from the
    specialisation of graduates.

26
The dilemma
  • As with other things in life, there are
    advantages and disadvantages in having a
    specialised degree.
  • Graduates have more chance in working in the
    sector that they would like but at the expense of
    lower employability in other sector
  • As a service provider to students, academic
    institutions must thread carefully between making
    the course more specialised or diverse
  • In John Moores University, we design our BSc
    course in such a way that 3rd Level students can
    tailor their skill and knowledge set by being
    able to choose modules from a wide range of
    subjects, from very game technology specific
    modules to multimedia and to IT.
  • This way we believe we can achieve a soft
    compromise from having a highly specialized
    subject to broadening the employability of our
    graduates

27
The perception
  • These first few years are crucial in terms of
    fostering a good perception of the industry to
    the academic output.
  • So far, the situation is promising. Many computer
    games graduates are finding employment.
  • And in John Moores University, especially at
    Masters degree level, our graduates are quite
    well perceived by major development houses such
    as EA and SCEE.

28
Factors that affects the state of game teaching
  • Quality of game education
  • The state of the industry and the demand for the
    graduates.
  • The perceptions of the industry about the
    academic discipline
  • Contribution from the industry to academia
  • Contributions from academia to the industry

29
What academia wants
  • Apart from the more obvious things such as better
    perception and graduate intake, there are a
    number of others
  • Input in developing and adapting course
    curriculum and syllabus
  • This has been pioneered by IGDA Education
    Committee
  • Better support in providing practical experience
    ranging from providing real life case studies to
    collaborative final year projects to work
    placements.
  • Although some difficulties are acknowledged due
    to high level of secrecy and confidentiality in
    some of materials required.

30
What academia can give
  • From an academic perspective, one of the things
    that we could do is to further the
    state-of-the-art technology by means of research
  • Much academic research now is used in by the game
    industry mostly in the area of computer vision
    and AI.
  • A two-way relationship in this area would really
    benefit the state of gaming industry
  • Another thing we can do is to try to bring
    together the world of academia (students and
    academics) and the industry by means of
    conferences or workshops.
  • At JMU we annually arrange a conference for
    practitioners and our students to meet in both
    formal and informal manners. http//www.cms.livjm.
    ac.uk/GDTW/GDTW2005/

31
Summary
  • There are plenty of things to be excited about
    for those who work or want to work in computer
    game industry.
  • The crash of 1984 does not seem to repeatable at
    least for a foreseeable future and for the same
    reasons
  • Game Technology courses have provided much needed
    quality human resources to the industry and have
    been received well by the industry
  • But maintaining this requires active
    participation from both the academia and
    industry.
  • I have highlighted some aspects to be excited
    about, some aspects that could be problematic and
    some possible action points to consider to make
    game teaching a success.
  • So I believe, the future holds a very promising
    prospect for game teaching.
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