Play your way into production
Game-based skills development for the film and TV industry
Bibliographic Data
| ID | 12780446 |
|---|---|
| Authors | Jude 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) |
| Year | 2025 |
| Pages | 1-22 |
| Publication date | 2025-04-10 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Popular Communication (JOURNAL) |
| Journal identifiers | ISSN: 1540-5702 • E-ISSN: 1540-5710 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/15405702.2025.2486773 |
| OpenAlex | W4409327026 |
| Language | EN |
| Citations received | 1 |
| References cited | 26 |
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
A systematic literature review of empirical evidence on computer games and serious games
Creative Industries and Skills
The importance of professional skills within the changing media landscape of the UK screen industries
The Acquisition of 21 st -Century Skills Through Video Games
Autoethnography as a research method
Inductive/Deductive Hybrid Thematic Analysis in Mixed Methods Research
Becoming employable students and ‘ideal’ creative workers
Networks and social capital in the UK television industry
Effects of prosocial video games on prosocial behavior
Situated Cognition and the Culture of Learning
Film Games
Whose skill is it anyway
Analytic Autoethnography
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |