A strategy for reducing skills gap for the game development sector of the Indonesian creative industries

IF 1.4 Q3 OPERATIONS RESEARCH & MANAGEMENT SCIENCE Decision Science Letters Pub Date : 2023-01-01 DOI:10.5267/j.dsl.2022.10.003
Minaldi Loeis, M. Hubeis, A. Suroso, S. Dirdjosuparto
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引用次数: 2

Abstract

The Indonesian creative economy has been on the rise since 2015 when it has started being measured and prioritized by the government. Its contribution towards the Indonesian GDP has risen significantly as well. A small part of that creative sector is the video game industry and market. The video game global market will be worth USD 200 Billion in 2023. Indonesia currently is ranked 16th in terms of market size. Although having an enormous market opportunity, local video game producers only contribute 1%. Growth opportunities exist, however local game studios are facing the difficulty of recruiting quality game developers. Higher education institutions need to produce graduates having the knowledge, competences, and skills relevant for their work. This study is done to identify and prioritize attributes for the design of a university level program in game development that ensures employability in the sector. A qualitative thematic analysis is done in identifying the important factors for an academic program, followed by an analytical hierarchical process in determining the factors. Result of the study shows that a curriculum with internships in game studios, ensuring students are knowledgeable on the business models & video game market, having practitioners teach in the program, and creating a community of practice in the university is essential in producing quality graduates.
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减少印尼创意产业游戏开发部门技能差距的战略
印尼创意经济自2015年开始被政府衡量和优先考虑以来一直在增长。它对印尼国内生产总值的贡献也大大增加。创意部门的一小部分是电子游戏产业和市场。到2023年,全球电子游戏市场将达到2000亿美元。印尼目前在市场规模上排名第16位。尽管拥有巨大的市场机会,但本地电子游戏制作人只贡献了1%。发展机会是存在的,但是本地游戏工作室却面临着招聘高质量游戏开发者的困难。高等教育机构需要培养具有与工作相关的知识、能力和技能的毕业生。这项研究是为了确定和优先考虑游戏开发大学水平课程的设计属性,以确保该领域的就业能力。定性的专题分析是在确定一个学术项目的重要因素,然后在确定因素的分析层次过程。研究结果表明,在游戏工作室开设实习课程,确保学生了解商业模式和电子游戏市场,让从业者在课程中授课,并在大学中创建实践社区,对于培养高质量的毕业生至关重要。
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来源期刊
Decision Science Letters
Decision Science Letters Decision Sciences-Decision Sciences (all)
CiteScore
3.40
自引率
5.30%
发文量
49
审稿时长
20 weeks
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