ISIS-Interactive skills integration scheme: evaluation report

dc.contributor.authorHearn, G.
dc.contributor.authorSwan, D.
dc.contributor.authorBridgstock, R.
dc.date.issued2012
dc.description.abstractAt the commencement of the Interactive Skills Integration Scheme (ISIS) project in 2010, the effect of major structural change in the world economy was still being felt and the impact had been significant across the Australian games industry and workforce. Despite the sustained growth of new technologies and mobile applications development, commercial models could not cope with the relative strength of the Australian dollar, fluctuating international markets, and the resulting off-shore competition. With these challenges came limited capital injection and growth, and yet, the education sector continued to produce games graduates who were looking to enter the workforce. Despite the potential oversupply of graduates, industry voices still argued that there was a shortage in critical skills. ISIS was a response to these two connected challenges: the need to broaden the revenue base of games companies and the need to investigate problems in the relevant education systems.
dc.identifier.urihttps://hdl.handle.net/11541.2/127674
dc.language.isoen
dc.publisherARC Centre of Excellence in Creative Industries and Innovation
dc.publisher.placeAustralia
dc.rightsCopyright 2012 The Author(s)
dc.subjectInteractive Skills Integration Scheme (ISIS)
dc.subjecteducation systems
dc.titleISIS-Interactive skills integration scheme: evaluation report
dc.typeReport
pubs.publication-statusPublished
ror.fileinfo12147509820001831 13147509810001831 ISIS_Evaluation_FINAL-1
ror.mmsid9916145411801831

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