Title: What does the future hold for game teaching
1What does the future hold for game teaching?
- Sud Sudirman
- Liverpool John Moores University
2Presentation 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.
3Game 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
4Game 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
5Factors 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
6The 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.
7Factors 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
8The 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.)
9The 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.
10The 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?
11The 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
12What 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?
15Aside
- 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?
16Learning 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.
17Differences
- 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.
18Differences
- 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
20What 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.
21Reliance 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
22Worries 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.
23Effects 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.
24Factors 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
25The 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.
26The 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
27The 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.
28Factors 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
29What 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.
30What 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/
31Summary
- 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.