Avainsana: Gamebadges

Co-Creating the Game Industry Competence Map

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13.11.2024

The game industry is a combination of creativity, technology, and business acumen, requiring a wide range of skills to thrive. From crafting immersive narratives and designing intuitive user interfaces to mastering complex coding languages and understanding market dynamics, game development demands versatility unmatched by any other field. It’s this diversity of expertise that Gamebadges, a project led by Metropolia University of Applied Sciences, seeks to capture and celebrate through its evolving Competence Map — a tool for charting the vast and ever-changing skillsets required to drive innovation in the industry. The Competence Map Development Path Currently the Competence Map includes over 190 skill sets and competencies within the game industry. The original Competence Map was published as part of the “Chips for Game Skills” project in 2020. Gamebadges continued its development in 2024, adding new skills and competencies to the map and updating existing ones. The opportunity to share and further co-define the map with European professionals arose at the Devcom Developer Conference in August. Input from European game development experts is crucial for developing a comprehensive Competence Map for the industry and for future work on building a truly useful Digital Badge ecosystem around it. Expert Insights to Industry Competences On the opening day of the Devcom conference the project held “Expert Insights: Defining Game Industry Competences” workshop. In the workshop industry experts from different fields were invited to participate in the co-creation of the European wide competence map of the key crafts of the industry. (1) The two-hour workshop, was structured around nine main fields of the game industry: Design, Art, Audio, Programming, Production, Quality Assurance, Marketing, Business, and Entrepreneurship. The workshop's goal was to evaluate the Competence Map prototype and draft content descriptions for the various skills and competencies represented within the map and across the industry. Industry experts from diverse backgrounds were invited to contribute to co-creating a Europe-wide competence map that highlights the key crafts in the field. (2) The Game Design Skilltree Another reason to join Devcom was to gain insights into industry trends and understand their impact on creating the Competence Map. One of the most valuable sessions for Gamebadges was the panel discussion, "The Game Design Skilltree: Exploring Essential Competencies in an Ever-Evolving Craft," which focused specifically on game design as a field of game development (3). During the panel, it became clear that although design roles can vary significantly, there are shared skills and synergies across the disciplines. Key commonalities included communication and soft skills, with soft skills like emotional intelligence and self-reflection closely linked to effective communication. A lack of empathy or difficulty in accepting criticism, for example, can hinder one’s ability to communicate well. While some people may naturally possess these skills, they can also be developed through practice (3). The Gamebadges Competence Map aims to provide an overarching view of various professions and highlight their commonalities. Soft skills are presented as universal competencies that anyone can develop, while “hard skills” refer to the specialized abilities required for specific roles. According to the panel, essential skills for game designers include conveying information, documentation, iterative thinking, self-organization, continuous learning, prototyping, and visualizing ideas — all of which are represented in the Competence Map, either as soft or hard skills.  Keynotes Shed Light to Real Worklife Experiences Keynotes are usually a good way to understand any conference. At Devcom, both days were opened by esteemed figures from the game industry. The talks were quite different from each other and, perhaps unexpectedly, did not focus solely on sharing success stories. For Gamebadges, there were interesting for understanding game developers journey trough game development process and to see how the different competences are utilized in real work environments. Game Writer and Narrative Designer Kelsey Beachum opened the conference with the talk 'A Case for Better Story Integration — or, I Am Begging You People to Stop Calling It a Story Wrapper,' which criticised the lack of depth in storytelling, particularly in high-budget, high-profile AAA games. According to Beachum, the term "story wrapper" can be likened to a candy wrapper—something wrapped around the actual product (the game or the candy) but offering nothing of substance and easily discarded. In games, this occurs when the story and gameplay are disconnected: players engage with gameplay, then encounter a cutscene where the story is told, before returning to gameplay. Often, it makes no difference to the game's progress whether the player watches the cutscene or not. (4) Beachum's talk was aimed at game developers who do not directly create narratives, to help them better understand the importance of integrated storytelling in games and encourage more proactive collaboration with the narrative design department. Cinematic Director Jason Latino shared a personal story of being wrong in predicting what players want in his talk "Chaos Menu or: How I Learned to Stop Worrying and Hug the Bear." The talk focused on Latino’s personal development, coming from a different work culture and learning a new style of working and leading through trial and error. Using visual examples from Baldur’s Gate 3, Latino explained how development decisions from other departments affect the work and quality of cinematics, and why it’s important to keep an open mind before declining new features, for example. (5) Both talks, along with the previous panel, confirmed that communication is a key competence in game development. Communication plays a major role in the Gamebadges Competence Map; for instance, four out of six of the soft skill competencies include some form of communication. Communication is also integrated into hard skill descriptions, in phrases such as 'can collaborate with the analytics department' or 'is able to facilitate the relationship between designers and the community,' among others Photo: Audience listens to a speaker. (devcom Developer Conference press images) 17 stages and over 200 sessions Over two days, Devcom hosted around 350 speakers across 17 stages and a new side event area, delivering over 200 talks and workshops. The content was organized into 16 main categories, further divided by experience level: Beginner, Intermediate, and Expert. (6) Filtering the program and planning one’s visit were essential, as the 17 stages, spread across two floors, were accompanied by a large expo area. For a project like Gamebadges, events of this kind offer excellent opportunities to learn, refine, and promote project content. Author Ria Gynther works as a project coordinator for the Gamebadges project at Metropolia. Sources Bizcommunity. 2024a. Workshop: Expert Insights: Defining Game Industry Competences. (gamescom.global) Cited 26.8.2024. Gamebadges. 2024. Greetings from Devcom! (gamebadges.com) Cited 16.9.2024. Hantschel et al. 2024. The Game Design Skilltree: Exploring Essential Competencies In An Ever-Evolving Craft. (gamescom.global) Cited 26.8.2024. Beachum, K. 2024. A Case for Better Story Integration — or, "I Am Begging You People To Stop Calling It A Story Wrapper". Keynote at Devcom 19.8.2024. Latino, J. 2024. Chaos Menu or: How I Learned to Stop Worrying and Hug The Bear. Keynote at Devcom 20.8.2024. Hartmann, R. 2024. DEVCOM DEVELOPER CONFERENCE BREAKS ALL RECORDS IN NEW LOCATION. Press Release. (devcom.global) Cited 2.9.2024.

The Role of the Network Council in Developing a European wide Open Badge Ecosystem

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28.8.2024
Ria Gynther

When creating an ecosystem meant to serve all of Europe, the key to success surely lies in cross-border collaboration. The situation is no different when creating an open badge ecosystem for the game industry. As these open badges cater to both educational institutions and companies, it is essential that the supporting Council has a similar composition. At its best, the Council serves as a pivotal platform to share insights, align game education with industry standards, and contribute to the development of a competence-based digital badge system. Gamebadges project creates value for European game industry In February 2024, the Gamebadges project embarked on a mission to establish Europe's first-ever Open Badge ecosystem tailored for the game industry. The assessment will be based on a review process and the badges will be competence-based. (1) Coordinated by Metropolia University of Applied Sciences, this initiative aims to standardize professional competencies and foster collaboration between game industry experts and educators. By providing a comprehensive digital platform grounded in an up-to-date Competence Map, Gamebadges not only offers recognition for professionals but also aligns game education with industry demands. Supported by nine Full Partners and over 20 Associated Partners, and co-financed through Erasmus+ Alliances for Innovation, Gamebadges is working towards this goal until January 2027. Annual Network Council supports collaboration At the center of the Gamebadges project is collaboration among a broad network of partners from both industry and education, as well as organizations supporting the field. Full Partners are primarily responsible for executing the project, while Associated Partners play a supportive yet valuable role. Together, these partners form the Gamebadges consortium. The consortium is roughly equally divided between education and industry experts, with representation from eight different countries. Gamebadges consortium members are listed on project website. To foster this collaboration, Gamebadges is hosting an annual Network Council online gathering for the consortium members. The first meeting took place in June 2024 and was organized by Metropolia. This Council aims to enhance interaction and cooperation among consortium members. The project relies on the expertise and networks of each partner, and understanding the strengths and goals of each is important. Sharing this information with all members can foster greater collaboration. The first Network Council built up trust During the first Network Council meeting, participants were briefed on the project timeline and introduced to the latest progress. Although the project has only just begun, consortium members have already shared their expertise and participated in surveys and interviews aimed at updating the Competence Map, on which the badge ecosystem will be based. The work is extensive and nearly impossible without large-scale support throughout Europe. After the updates, rest of the meeting was dedicated to partnership building. This was the first time when majority of the consortium was gathered, and the list of organization names was actualized. Some partners had already used the previous version of the Competence Map and shared concrete cases on where and how it can be used. The participants also had the opportunity to contribute to the current development of the competence map co-creation during the meeting. Future of the Network Council In the future, council members will be able to share with each other the different ways they have used the badge ecosystem and the Competence Map. Feedback will be valuable not only for the partners developing the badge ecosystem but also for generating more ideas on how the system can benefit all consortium members and future user. Later in 2024, Gamebadges will launch a prototype of the new map structure and begin developing the actual badges. In 2025, consortium members will test the badge ecosystem in their organizations and become early adopters of this pioneering system. Author Ria Gynther has been focusing on game industry related development projects and is currently working as a project coordinator for the Gamebadges project at Metropolia since 2017. Sources Council of Europe 2024. Digital Open Badges. (eu.coe.int)

Epävirallisen osaamisen tunnistamisen hyödyt

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8.5.2024
Ria Gynther & Saija Heinonen

Työ- ja elinkeinoministeriö sekä opetus- ja kulttuuriministeriö asettivat kesällä 2021 Osaamisen tunnistamisen työryhmän, jonka tehtävänä on edistää epävirallisen osaamisen tunnistamista ja tunnustamista. Tässä yhteydessä epävirallisella osaamisella tarkoitetaan viralliseen koulutusjärjestelmään ulkopuolella tapahtuvaa koulutusta ja oppimista. Esimerkkinä vaikkapa yritysten sisäiset henkilöstökoulutukset tai ammattiliiton tarjoamat työelämä- ja teemakoulutukset. (1) Osaamisen tunnistamisen elementit Eedla Rahikainen jakoi Osaamisen tunnistamisen hyvät käytännöt -verkkotilaisuudessa (2) samannimisen hankkeen tekemän selvityksen keskeisiä tuloksia. Hankkeen aikana on todettu, etteivät työnantajat osaa tunnistaa tai myöskään hyödyntää henkilöstön epävirallista osaamista siinä laajuudessa kuin se olisi mahdollista. Esteenä osaamisen tunnistamiselle voivat olla yrityksen sisäiset rakenteet, jotka keskittyvät vain formaalin osaamisen tunnistamiseen sekä tutkintokeskeiset mielikuvat osaamiseen liittyen. Koulutuksen, sertifikaattien tai työn kautta hankittu osaaminen tunnistetaan melko hyvin, mutta epävirallinen osaaminen, joka on hankittu vaikkapa harrastusten tai vapaaehtoistyön kautta, jää useasti pimentoon. Toisaalta myös työntekijöillä voi olla hankaluuksia sanoittaa ja tehdä näkyväksi omaa osaamistaan. Rekrytointitilanne on työpaikoilla edelleen tyypillisin ja ehkä usein myös ainoa tilanne, jossa yksilön osaaminen arvioidaan perusteellisesti. Hankkeen loppuraporttiin on koottu laaja tietopaketti osaamisen tunnistamisen tueksi. Mukana on hyviä käytänteitä sekä konkreettisia menetelmiä, kuten osaamismerkit, osaamisen viitekehykset sekä tekoälypohjaiset työkalut. (3) Itse osaamisen tunnistaminen on jaoteltu selkeäksi, viisivaiheiseksi prosessiksi: Osaamisen huomaaminen Osaamisen sanoittaminen Osaamisen näkyväksi tekeminen Osaamisen arvonanto Osaamisen todentaminen Digitaaliset osaamismerkit Digitaalinen osaamismerkki on todennettu ja tunnustettu todiste aiemmin hankitusta osaamisesta. Osaamismerkin saadakseen hakijan on jollain tavoin todistettava osaamisensa merkin myöntävälle taholle. Merkki itsessään sisältää tiedon siitä millainen osaaminen on kyseessä, kuinka osaaminen on osoitettu ja arvioitu, ja kuka merkin on myöntänyt. Osaamismerkit ovat yksi tapa todentaa epävirallista osaamista joustavasti, sillä niiden myöntäjän ei tarvitse olla oppilaitos eikä hakijan tarvitse olla opiskelija. (4, 5) Osaamismerkit toimivat yhteen osaamisen tunnistamisen kaikkien viiden vaiheen kanssa. Työelämän ja rekrytoinnin näkökulmasta osaamismerkit antavat konkreettisen ja helposti vertailtavissa olevan tavan tunnistaa työnhakijan osaamistasoa. Osaamismerkeistä on erityisesti hyötyjä aloilla, joilla formaali koulutus ei ole osaamisen keskiössä, ammattinimikkeet eivät ole vakiintuneet ja joissa osaamistarpeet muuttuvat suhteellisen nopeasti. Esimerkiksi sopii mainiosti peliala. Vaikka osaamismerkeissä ei ole merkitystä sillä, missä osaaminen on hankittu, on niiden hyödyt huomattu myös oppilaitoksissa. Euroopassa monet yliopistot ovat ottaneet osaamismerkit käyttöön opiskelijoiden osaamisen tunnustamisen välineinä. Suomessa sen sijaan ammattikorkeakoulut ovat aktiivisemmin kehittäneet osaamismerkkijärjestelmiä. Oppilaitosten lisäksi muun muassa erilaiset yhdistykset ja kuntatoimijat ovat luoneet omia osaamismerkistöjä osaamisen tunnistamiseen. Esimerkiksi Helsingin seudun ympäristöpalvelut HSY:llä digiosaamismerkkejä on käytetty tukena osaamisen johtamisessa. Metropolia kehittää pelialan osaamisen tunnistamista Metropolia koordinoi kuuden oppilaitoksen yhteishanketta ‘Osaamisen pelimerkit’ vuosina 2017-2020. Hanke kartoitti pelialan moninaisten nimikkeiden ja työtehtävien taustalta löytyviä yksittäisiä osaamisia ja loi niiden avulla uuden osaamiskartan, alakohtaisine osaamistavoitteineen. (6) Alkuvuodesta 2024 Metropoliassa käynnistyi uusi Gamebadges – Skill Mapping and Micro-Credentials for the Game Industry -hanke joka hyödyntää tätä aiemmin luotua pohjaa tuodakseen pelialan osaajien ulottuville Euroopan laajuisen pelialan osaamismerkki-ekosysteemin. Yhtenäinen malli tarjoaa osaamisen tunnistamisen ja tunnustamisen välineet sekä junioritason osaajille, kuten valmistuville opiskelijoille, että pidempään työelämässä toimineille. Näin sekä oppilaitokset että yritykset voivat ottaa osaamismerkit käyttöön sopivaksi katsomassaan laajuudessa. Gamebadges toteutetaan yhdeksän eurooppalaisen organisaation yhteistyönä ja hanketta rahoitetaan Erasmus+ Innovaatioyhteenliittymät -ohjelmasta. (7) Kirjoittajat Ria Gynther on vuodesta 2017 lähtien keskittynyt pelialan kehittämiseen, ja tällä hetkellä hän toimii projektikoordinaattorina Metropolian Gamebadges-hankkeessa. Saija Heinonen on Gamebadges-hankkeen projektipäällikkö ja luotsasi myös 2020 päättynyttä Osaamisen pelimerkit -projektia. Lähteet 1. Valtioneuvosto. 2021. Osaamisen tunnistamisen työryhmä (valtioneuvosto.fi). OKM044:00/2021 2. Osaamisen tunnistamisen hyvät käytännöt -verkkotilaisuus 16.4.2024, Osaamisen tunnistamisen hyvät käytännöt -hankesivu (tieke.fi) 3. Rahikainen, E. et al. 2024. Osaamisen tunnistamisen hyvät käytännöt. Loppuraportti (PDF). 4. Sjöblom, M. 2024. Tunnistetaan ja näytetään osaaminen osaamismerkein (tieke.fi) Tieke 5. Tampereen yliopisto. 2022. Digitaaliset osaamismerkit (tuni.fi). 6. Osaamisen pelimerkit. 2021. Osaamisen tunnistaminen osaamismerkeillä – pelialan osaamistavoitekartta. 7. Gamebadges. 2024. Gamebadges – Skill Mapping and Micro-Credentials for the Game Industry (gamebadges.eu). Kuvat RosZie. 2022. Teamwork-team-together-community-7423957 (pixabay.com). Pixabay