Proceedings of the thirty-first 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
Journal of Systems and Software - Special issue: Software engineering education and training
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Game Developer's Market Guide (Game Development)
Game Developer's Market Guide (Game Development)
Design of a media and gaming sequence for graduates in applied CS
Journal of Computing Sciences in Colleges
Teaching the computer science of computer games
Journal of Computing Sciences in Colleges
Operating a computer science game degree program
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
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
How to embed a game engineering course into a computer science curriculum
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Computer games degrees in the UK: a review of current practice
ACM SIGGRAPH ASIA 2008 educators programme
Engaging students through mobile game development
Proceedings of the 40th ACM technical symposium on Computer science education
Engagement: gaming throughout the curriculum
Proceedings of the 40th ACM technical symposium on Computer science education
Weighted game developer qualifications for consideration in curriculum development
Proceedings of the 40th ACM technical symposium on Computer science education
Addressing industry issues in a multi-disciplinary course on game design
Proceedings of the 4th International Conference on Foundations of Digital Games
Proceedings of the 4th International Conference on Foundations of Digital Games
Improving academic-industry collaboration for game research and education
Proceedings of the 4th International Conference on Foundations of Digital Games
Creating a games class: a walkthrough
Proceedings of the 4th International Conference on Foundations of Digital Games
Effectiveness of using a video game to teach a course in mechanical engineering
Computers & Education
Aligning undergraduate IS curricula with industry needs
Communications of the ACM
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Short mobile game development projects for introductory CS courses: conference workshop
Journal of Computing Sciences in Colleges
Computer science students making games: a study on skill gaps and requirement
Proceedings of the 13th Koli Calling International Conference on Computing Education Research
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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.