Games Go to College
Game industry growth and student demand gives birth to game course offerings at colleges. Academic institutions vie to gain the gamer.
Game industry growth and student demand gives birth to game course offerings at colleges. Academic institutions vie to gain the gamer.
A dramatic development is taking place on campus and online. It’s a result of academia’s acknowledgement of the game industry’s need for talent and student demand for courses that prepare them for their “field of dreams” careers. Not surprisingly, academic institutions are accelerating efforts to define, enhance, and differentiate their programs. And, marketing plays an important role in positioning, promoting, enhancing, expanding, and refining those academic offerings.
Let’s start at the macro level and drill down to examples of the exemplary and questionable marketing strategies being employed to achieve academia’s goals in the game industry.
Game Industry Growth
“The video game industry set the pace over all others in 2007, with record-breaking sales, off-the-charts consumer demand, and innovation reaching from galactic exploration to guitar simulation,” Entertainment Software Association (ESA) CEO Michael D. Gallagher told ARS Technica, an online publication.
Game Industry Jobs
The U.S. computer and video game industry’s annual growth rate from 2003 to 2006 exceeded 17 percent, according to a November 2007 study from the ESA. Game industry sales for 2007 totaled $18.85 billion, the association reports. In contrast, the U.S. economy only grew at 4 percent during this same period.
College Enrollment in Game Industry Courses
“As computer games have become part of our culture, the process of producing them has found a niche in academia,” wrote Eugene L. Meyer in “The Washington Post” article, “Gaming the System,” back in 2006.
Today, hundreds of colleges and universities around the world — including respected schools such as Carnegie Mellon University and the University of Southern California — offer courses and degree programs in computer gaming, as do a growing number of community colleges.”
Exemplary Marketing Tactics
In my opinion, there are five key components to the most effective game art, design, and programming marketing initiatives. They are:
An example is Full Sail, a school of film, art, and design and its student showcase. Other examples include the Art Institute’s scholarship competition and DigiPen’s student showcase.
In a conversation about gaming initiatives, Nathaniel Kennedy, marketing director at the Art Institute of Pittsburgh’s online division, wrote to me: “Gaining acceptance into game and design communities is often difficult. Utilizing a scholarship design competition, we were able to engage these communities, increase brand awareness, and garner significant public relations exposure.”
Questionable Marketing Tactics
In my opinion, there are a couple of strategies to avoid.
What marketing strategies do you think academic institutions should employ to attract gamers to their offerings?
Thanks for your mindshare.
-KC