Producer’s role in game development and how to coach students for it
Leskinen, Juha (2019)
Lataukset:
Leskinen, Juha
2019
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2019051610263
https://urn.fi/URN:NBN:fi:amk-2019051610263
Tiivistelmä
After many years of growth in turnover the video-game industry in Finland has become more stable in numbers since 2016. International competition has been getting harder, and consumers more demanding. At the same time new game genres like e-sport, virtual and augmented reality change the scene. At least in Scandinavia employers and employees are more interested in job satisfaction. One part of a solution for these challenges is getting more people with a combination of business and game development skills in the industry.
This thesis looks for differences and similarities in the expectations and offering of industry employers, producers-to-be and the education industry. Finding these would help the universities in offering courses with correct content thus providing possibilities of rewarding learning for the students, and finally guiding valuable workforce to the labour market.
Laurea University of Applied Sciences being the commissioner, the major development task in the thesis is to suggest a learning module for the students interested in game production. For this main target, an experimental set of coaching session was planned and conducted. The results and feedback of this course was then compared with the answers received in the industry recruiters’ field study.
Theoretical framework for this thesis is in management by coaching and service design. For the employer interviews and analysis, a thorough look was also taken into the science of qualitative research, interview studies, how to process the received material in analysis and reporting.
Experimental coaching session for producer students was planned together with the participants using methods of service design like visualization, co-creation, customer journey and service moments. Coaching as a method of teaching the producer work in teams of game development was applied. Field study for industry recruiters was carried out as semi-structured, individual interviews with combination of open, and multiple-choice questions. Design research using mixed method approach information, feedback and material from various sources has been utilised. Content analysis was made by factual method.
According to the results of this thesis the game industry is looking for people with a business mind and knowledge of videogames. With correct experience, activity and education these jobs are available for any student. They should be coached for pitching, team- and project work, business plan and soft skills like communication and facilitation. Certain hard skills like project management tools should be managed as well. A producer should be social human being and enjoy co-operation with other people. Visits in businesses, exhibitions and game jams are strongly recommended.
This thesis looks for differences and similarities in the expectations and offering of industry employers, producers-to-be and the education industry. Finding these would help the universities in offering courses with correct content thus providing possibilities of rewarding learning for the students, and finally guiding valuable workforce to the labour market.
Laurea University of Applied Sciences being the commissioner, the major development task in the thesis is to suggest a learning module for the students interested in game production. For this main target, an experimental set of coaching session was planned and conducted. The results and feedback of this course was then compared with the answers received in the industry recruiters’ field study.
Theoretical framework for this thesis is in management by coaching and service design. For the employer interviews and analysis, a thorough look was also taken into the science of qualitative research, interview studies, how to process the received material in analysis and reporting.
Experimental coaching session for producer students was planned together with the participants using methods of service design like visualization, co-creation, customer journey and service moments. Coaching as a method of teaching the producer work in teams of game development was applied. Field study for industry recruiters was carried out as semi-structured, individual interviews with combination of open, and multiple-choice questions. Design research using mixed method approach information, feedback and material from various sources has been utilised. Content analysis was made by factual method.
According to the results of this thesis the game industry is looking for people with a business mind and knowledge of videogames. With correct experience, activity and education these jobs are available for any student. They should be coached for pitching, team- and project work, business plan and soft skills like communication and facilitation. Certain hard skills like project management tools should be managed as well. A producer should be social human being and enjoy co-operation with other people. Visits in businesses, exhibitions and game jams are strongly recommended.