Summit on Educational Games - Federation of American Scientists
Summit on Educational Games - Federation of American Scientists
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