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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

Game industry revenues
have been growing at a double-digit rate for
years and have recently eclipsed the domestic box
o?¬? ce revenues of the ?¬? lm industry, reaching 12.5
billion dollars in 2007. According to reports in Time
Magazine and The LA Times, 90% of U.S. households
with children have rented or owned a video or computer
game, and young people in the United States
spend an average of 20 minutes per day playing
video games. This makes digital games the second
most popular form of entertainment a er television.
As sales of games have increased, interest in game
design as a career path has also escalated. Similar to
the explosion of interest in screenwriting and directing
that accompanied the growth of the ?¬? lm and television
industries, creative thinkers today are turning to
games as a new form of expression. Degree programs
in game design are now available in major universities
all over the world in response to student demand.
The International Game Developers Association, in
recognition of the overwhelming interest in learning
to create games, has established an Education SIG to
help educators create a curriculum that re?¬‚ ects the
real-world process of professional game designers.


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