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Summit on Educational Games - Federation of American Scientists

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➣ Educati<strong>on</strong>al materials publishers should c<strong>on</strong>sider developing<br />

classroom materials to support the use <strong>of</strong> <strong>of</strong>f-the-shelf commercial<br />

video and computer games for educati<strong>on</strong> and training purposes.<br />

➣ Educati<strong>on</strong>al materials publishers, educati<strong>on</strong>al s<strong>of</strong>tware producers,<br />

and game companies should explore the ec<strong>on</strong>omics <strong>of</strong> developing and<br />

marketing browser-based and “downloadable” educati<strong>on</strong>al games.<br />

This type <strong>of</strong> game is <strong>of</strong>ten simpler and shorter in length <strong>of</strong> play than<br />

retail boxed computer and video games. These games have lower<br />

producti<strong>on</strong> values and, as a result, take less time and capital to<br />

develop, <strong>of</strong>fering less risk to funders and producers.<br />

➣ Training materials and training s<strong>of</strong>tware publishers should explore<br />

developing learning games and simulati<strong>on</strong>s to improve corporate<br />

training productivity and reduce time-to-competency, especially<br />

where there is a company and industry-wide training need or need for<br />

training a key employee group.<br />

➣ Training materials and training s<strong>of</strong>tware publishers should explore<br />

opportunities for developing training games to serve the nati<strong>on</strong>wide<br />

workforce development system, overseen by the U.S. Department <strong>of</strong><br />

Labor. The Labor Department should identify where there are<br />

comm<strong>on</strong> training needs across the workforce development system<br />

and, thus, represent a potentially large market.<br />

STRUCTURE OF THE VIDEO GAME INDUSTRY<br />

The video game industry basically comprises three types <strong>of</strong> companies: developers, publishers, and<br />

c<strong>on</strong>sole manufacturers.<br />

Developers are the people or companies who create the games. Development companies can be<br />

independent, part owned or wholly owned by a publisher or c<strong>on</strong>sole manufacturer. Typically,<br />

independent developers are funded by a publisher to create a game. Commercial video game<br />

developers can range in size from fairly modest, e.g. 25–50 employees, to fairly large, e.g. 100 or<br />

more employees.<br />

Publishers both develop games internally and fund external development by independent developers,<br />

and then bring the finished product to market. The majority <strong>of</strong> commercial video games are funded,<br />

published and distributed by the major publishers. In additi<strong>on</strong> to funding and managing the<br />

development <strong>of</strong> games, publishers are resp<strong>on</strong>sible for marketing, public relati<strong>on</strong>s, sales and<br />

manufacturing <strong>of</strong> the game. Large video game publishers also distribute the games they publish,<br />

while some smaller publishers hire distributi<strong>on</strong> companies (or larger video game publishers) to<br />

distribute the games they publish.<br />

C<strong>on</strong>sole manufacturers make video game c<strong>on</strong>soles and handheld devices such as S<strong>on</strong>y’s Playstati<strong>on</strong>,<br />

Micros<strong>of</strong>t’s Xbox 360, and Nintendo’s Game Cube and Game Boy. C<strong>on</strong>sole makers also develop and<br />

publish s<strong>of</strong>tware for their hardware systems, and license third parties to publish s<strong>of</strong>tware to run <strong>on</strong><br />

their systems.<br />

SUMMIT ON EDUCATIONAL GAMES 9

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