MIS Quarterly - Special issue on IS curricula and pedagogy
An analysis of the changing demand patterns for information technology professionals
SIGCPR '02 Proceedings of the 2002 ACM SIGCPR conference on Computer personnel research
Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Game design & programming concentration within the computer science curriculum
Proceedings of the 36th SIGCSE technical symposium on Computer science education
A strategic approach to computer science curriculum
Proceedings of the 43rd annual Southeast regional conference - Volume 1
Critical skills for game developers: an analysis of skills sought by industry
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Computer science in the conceptual age
Communications of the ACM - Finding the Fun in Computer Science Education
Collaborative design of cross-disciplinary game minors based on the IGDA curriculum framework
Proceedings of the fifteenth annual conference on Innovation and technology in computer science education
ABC-Sprints: adapting Scrum to academic game development courses
Proceedings of the Fifth International Conference on the Foundations of Digital Games
ACM Transactions on Computing Education (TOCE)
ACM Transactions on Computing Education (TOCE)
Gaps between industry expectations and the abilities of graduates
Proceeding of the 44th ACM technical symposium on Computer science education
Growing a computer science program with a focus on game development
Proceeding of the 44th ACM technical symposium on Computer science education
Computer science students making games: a study on skill gaps and requirement
Proceedings of the 13th Koli Calling International Conference on Computing Education Research
Hi-index | 0.00 |
When developing a game curriculum, one of several key areas to consider is the type of skills needed by the game industry. The purpose of this quantitative survey research is to compare the hiring needs of industry for recent college graduates seeking game developer positions against game development curriculum currently available at post-secondary institutions. One survey was given to industry participants and a similar survey was given to academic participants. Four major categories, abilities, technical skills, supporting knowledge areas, and contextual fluency, each had specific subcategories that were rated by both industry and academia. A t-test of independent means was then used to analyze to determine if there is an expectation gap between the game industry needs and academic program curriculum. This paper details the results of the surveys and provides a limited discussion on how these results might impact game developer curriculum.