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Play your way into production

Game-based skills development for the film and TV industry

Bibliographic Data

ID12780446
AuthorsJude Brereton (0000-0002-0643-0875, University of York, corresponding author), Bethan Jones (0000-0001-7727-2387, University of South Wales), Carlton Reeve (0000-0002-7004-9657, University of Staffordshire), James Zborowski (0000-0002-6276-1898, University of Hull), Anna Bramwell-Dicks (0000-0002-0822-8953, University of York)
Year2025
Pages1-22
Publication date2025-04-10
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenuePopular Communication (JOURNAL)
Journal identifiersISSN: 1540-5702 • E-ISSN: 1540-5710
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/15405702.2025.2486773
OpenAlexW4409327026
LanguageEN
Citations received1
References cited26

Screen industry employers report that they are unable to recruit graduates with the right skills for entry-level roles in film and television, citing a lack of business awareness and various “soft skills” as barriers to employment. Traditionally, such knowledge and skills are obtained through in-person work experience on set, but work experience is usually unpaid and therefore inaccessible to many. However, recent research in the use of applied/serious games has indicated that situational skills training can be facilitated through these approaches. This article offers an analysis of the design process behind a game-based learning intervention and offers preliminary results, drawing on questionnaire responses, interviews and an autoethnographic account. We argue that a serious game can function as a meaningful intervention, allowing potential new entrants to the screen industry to understand the tasks and duties of particular job roles and improve access to the development of skills and knowledge

Advertising · Art · Business · Economics · Film industry · Game design · Industrial organization · Microeconomics · Movie theater · Multimedia · Production (economics · Television industry · Video game · Video game development · Visual arts · Augmented Reality Applications · Computer Science · Digital Games and Media · Educational Games and Gamification · Marketing

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Unique citing works1
Citations per year1
Citation span2026 - 2026 (1)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 1

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