Minaldi Loeis, M. Hubeis, A. Suroso, S. Dirdjosuparto
{"title":"A strategy for reducing skills gap for the game development sector of the Indonesian creative industries","authors":"Minaldi Loeis, M. Hubeis, A. Suroso, S. Dirdjosuparto","doi":"10.5267/j.dsl.2022.10.003","DOIUrl":null,"url":null,"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.","PeriodicalId":38141,"journal":{"name":"Decision Science Letters","volume":"20 1","pages":""},"PeriodicalIF":1.4000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Decision Science Letters","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5267/j.dsl.2022.10.003","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"OPERATIONS RESEARCH & MANAGEMENT SCIENCE","Score":null,"Total":0}
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.