Model of Collaboration for Research, Development and Innovation in the Creative Industries Sector - Early-stage research to build a collaboration model for Game design studies.
Reyes Mateos, Diana Erika (2024)
Reyes Mateos, Diana Erika
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024053119527
https://urn.fi/URN:NBN:fi:amk-2024053119527
Tiivistelmä
The importance of the creative industries was more than evident in the COVID-19 days; the lockdowns increased the need for hobbies and generated revenues worldwide in the economy. One of the most critical industries that thrived is the Gaming industry, and according to the World Economic Forum, the gaming industry is forecasted to reach 321 billion dollars by 2026. The South-Eastern Finland University of Applied Sciences presents a unique opportunity to develop research related to the Bachelor of Culture and Arts, Game Design
The main goal of this thesis was to research the ideal characteristics of a collaboration model that enhances innovation in game design studies. Understanding the industry's key points, challenges, performance, and how innovation is understood and applied in other universities related to game design studies was necessary to answer the two fundamental questions of collaboration: why and how to collaborate.
The theoretical framework laid the groundwork for the data collection instrument. By identifying variables and their dimensions, two main sections were developed. This led to the creation of a survey, which provided a quantifiable method for measuring the identified concepts. The survey was divided into three sections: the first focused on characterising the sample to understand the participants' backgrounds, the second explored collaboration models and innovation, and the third examined the state of innovation in the gaming industry.
The research findings indicated that students are eager to collaborate and interact in cross-functional projects, explore Research, Development, and Innovation in topics as diverse as Gaming in non-traditional sectors, open new customer segments and markets, improve business models, and develop more the segment of computer games when traditionally in Finland, mobile games are the star product.
The main goal of this thesis was to research the ideal characteristics of a collaboration model that enhances innovation in game design studies. Understanding the industry's key points, challenges, performance, and how innovation is understood and applied in other universities related to game design studies was necessary to answer the two fundamental questions of collaboration: why and how to collaborate.
The theoretical framework laid the groundwork for the data collection instrument. By identifying variables and their dimensions, two main sections were developed. This led to the creation of a survey, which provided a quantifiable method for measuring the identified concepts. The survey was divided into three sections: the first focused on characterising the sample to understand the participants' backgrounds, the second explored collaboration models and innovation, and the third examined the state of innovation in the gaming industry.
The research findings indicated that students are eager to collaborate and interact in cross-functional projects, explore Research, Development, and Innovation in topics as diverse as Gaming in non-traditional sectors, open new customer segments and markets, improve business models, and develop more the segment of computer games when traditionally in Finland, mobile games are the star product.