This article addresses the increasing emphasis placed on industry collaboration and dialogue for underpinning student employability. Drawing on research with higher education students on digital games development courses, this article examines students' accounts of preparing themselves as industry-ready in terms of industry needs. On an industry-focused Games Design course, students highlighted their appreciation and engagement with industry needs and what is required on their part to enhance their employment prospects. Criticism in this context was focused on making better games. Students on a theory and practice mix course, in contrast, drew on theory to offer critical accounts focused on industry norms and production practices. To explor...
What might university instructors learn of pedagogy when their work is approached from the perspecti...
Drawing on empirical research conducted with U.K. games design students, games design course tutors,...
The purpose of this paper is to explore how institutions of higher learning, industries and business...
This article addresses the increasing emphasis placed on industry collaboration and dialogue for und...
Addressing connections between higher education and ‘industry’ framed by UK government creative indu...
Purpose: the aim of this paper is to present qualitative research with higher education games design...
© 2017 Taylor & Francis. This article attempts to detail the range of assumptions and challenges in ...
It is recognised that there is a shortage of skilled workers in Creative Industries. This is particu...
This article reflects ongoing research-led teaching in the area of creative industries in higher edu...
For years, academics and journalists have proclaimed a crisis of gameswork, detailing the ‘destructi...
Purpose: the purpose of this paper is to examine the situated understandings that higher education s...
The game industry is modern and as such in constant evolution, therefore it needs information on how...
In this paper, we describe the initial process of developing what we call the Game Production Pipeli...
Noting a range of government policy reports (e.g. Creative Britain, 2009), that identify higher educ...
This article explores the situated practices through which higher education students understand ?bec...
What might university instructors learn of pedagogy when their work is approached from the perspecti...
Drawing on empirical research conducted with U.K. games design students, games design course tutors,...
The purpose of this paper is to explore how institutions of higher learning, industries and business...
This article addresses the increasing emphasis placed on industry collaboration and dialogue for und...
Addressing connections between higher education and ‘industry’ framed by UK government creative indu...
Purpose: the aim of this paper is to present qualitative research with higher education games design...
© 2017 Taylor & Francis. This article attempts to detail the range of assumptions and challenges in ...
It is recognised that there is a shortage of skilled workers in Creative Industries. This is particu...
This article reflects ongoing research-led teaching in the area of creative industries in higher edu...
For years, academics and journalists have proclaimed a crisis of gameswork, detailing the ‘destructi...
Purpose: the purpose of this paper is to examine the situated understandings that higher education s...
The game industry is modern and as such in constant evolution, therefore it needs information on how...
In this paper, we describe the initial process of developing what we call the Game Production Pipeli...
Noting a range of government policy reports (e.g. Creative Britain, 2009), that identify higher educ...
This article explores the situated practices through which higher education students understand ?bec...
What might university instructors learn of pedagogy when their work is approached from the perspecti...
Drawing on empirical research conducted with U.K. games design students, games design course tutors,...
The purpose of this paper is to explore how institutions of higher learning, industries and business...