How to cite this paper
Loeis, M., Hubeis, M., Suroso, A & Dirdjosuparto, S. (2023). A strategy for reducing skills gap for the game development sector of the Indonesian creative industries.Decision Science Letters , 12(1), 97-106.
Refrences
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Ahn, D.-k., & Chung, J.-H. (2019). A Usability Study on Game Development using University Curriculum. Journal of Digital Convergence, 17(7), 331-339.
Ayllón, S., Alsina, Á., & Colomer, J. (2019). Teachers’ involvement and students’ self-efficacy: Keys to achievement in higher education. PloS one, 14(5).
Bukhsh, F. A., Bukhsh, Z. A., & Daneva, M. (2020). A systematic literature review on requirement prioritization techniques and their empirical evaluation. Computer Standards & Interfaces, 69, 103389.
CC2020, T. F. (2020). Computing Curricula 2020: Paradigms for Global Computing Education. New York, NY, USA: Association for Computing Machinery.
Cohendet, P., Grandadam, D., Mehouachi, C., & Simon, L. (2018). The local, the global and the industry common: the case of the video game industry. Journal of Economic Geography, 18(5), 1045-1068.
Engström, H., Berg Marklund, B., Backlund, P., & Toftedahl, M. (2018). Game development from a software and creative product perspective: A quantitative literature review approach. Entertainment Computing, 27, 10-22.
Fachada, N., & Códices, N. (2020). Top-down Design of a CS Curriculum for a Computer Games BA. Proceedings from Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education, New York, NY, USA.
Galvao, A., Mascarenhas, C., Marques, C., Ferreira, J., & Ratten, V. (2019). Triple helix and its evolution: a systematic literature review. Journal of Science and Technology Policy Management, 10(3), 812-833.
Graham, M. J., Frederick, J., Byars-Winston, A., Hunter, A. B., & Handelsman, J. (2013). Science education. Increasing persistence of college students in STEM. Science, 341(6153), 1455-1456.
Harwiki, W., & Malet, C. (2020). Quintuple helix and innovation on performance of SMEs within ability of SMEs as a mediator variable: A comparative study of creative industry in Indonesia and Spain. Management Science Letters, 1389-1400.
Hidayat, A. R. R. T., & Asmara, A. Y. (2017). Creative industry in supporting economy growth in Indonesia: Perspective of regional innovation system. IOP Conference Series: Earth and Environmental Science, 70, 012031.
Hudrasyah, H., Briantono, N., Fatima, I., & Rahadi, R. A. (2019). Marketing Strategy for Game Developer Based on Micro and Macro Environment in Indonesia. Journal of Global Business and Social Entrepreneurship (GBSE), 5(14).
IGDA, E. C., & others. (2003). IGDA Curriculum Framework: The Study of Games and Game Development. Version.
Joint Task Force on Computing Curricula, A. F. C. M. A. C. M., & IEEE, C. S. (2013). Computer Science Curricula 2013: Curriculum Guidelines for Undergraduate Degree Programs in Computer Science. New York, NY, USA: Association for Computing Machinery.
Kenwright, B. (2016). Holistic game development curriculum. Proceedings from SIGGRAPH ASIA 2016 Symposium on Education, New York, NY, USA.
Kim, J. H., So, B. H., Song, J. H., Lim, D. H., & Kim, J. (2018). Developing an Effective Model of Students’ Communities of Practice in a Higher Education Context. Performance Improvement Quarterly, 31(2), 119-140.
Lysova, E. I., & Khapova, S. N. (2018). Enacting creative calling when established career structures are not in place: The case of the Dutch video game industry. Journal of Vocational Behavior.
McCallum, S., Mishra, D., & Nowostawski, M. (2018). Enhancing Software Engineering Education with Game Design and Development. The International journal of engineering education, 34(2), 471-481.
Munizu, M., & Riyadi, S. (2021). An application of analytical hierarchy process (AHP) in formulating priority strategy for enhancing creative industry competitiveness. Decision Science Letters, 10(3), 443-450.
Ni, C.-C., Lo, H.-F., Lyu, Y., & Lin, R. (2022). Collaborative Creativity in Design Education: A Case Study of the Design Sketch Course. Creative Education, 13(05), 1600-1615.
Okolie, U. C., Nwosu, H. E., & Mlanga, S. (2019). Graduate employability. Higher Education, Skills and Work-Based Learning, 9(4), 620-636.
Page, L., Narel, R., & Belgio, E. (2020). Skills Gap Challenge: How Apprenticeship Programs Address Skill Building and Educational Advancement. Journal of Organizational Psychology, 20(6).
Saaty, T. L. (2008). Decision making with the analytic hierarchy process. International journal of services sciences.
Setiawan, S. (2018). Prospects and Competitiveness in Creative Economy: Evidence from Indonesia. International Journal of Research in Business and Social Science (2147-4478), 7(2), 47-56.
Shyam Prasad, V., & Kousalya, P. (2017). Role of Consistency in Analytic Hierarchy Process – Consistency Improvement Methods. Indian Journal of Science and Technology, 10(29), 1-5.
Simon, J. P. (2018). Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies. Digital Policy, Regulation and Governance, 20(5), 449-478.
Sousa, M. J., & Wilks, D. (2018). Sustainable Skills for the World of Work in the Digital Age. Systems Research and Behavioral Science, 35(4), 399-405.
Sudiana, K., Sule, E. T., Soemaryani, I., & Yunizar, Y. (2020). The development and validation of the Penta Helix construct. Business: Theory and Practice, 21(1), 136-145.
Supena, I., IDarmuki, A., & Hariyadi, A. (2021). The Influence of 4C (Constructive, Critical, Creativity, Collaborative) Learning Model on Students’ Learning Outcomes. International Journal of Instruction, 14(3), 873-892.
Taherdoost, H. (2017). Decision making using the analytic hierarchy process (AHP); A step by step approach. International Journal of Economics and Management Systems, 2.
Tripathi, N., Oivo, M., Liukkunen, K., & Markkula, J. (2019). Startup ecosystem effect on minimum viable product development in software startups. Information and Software Technology, 114, 77-91.
Wahyudi, I., Suroso, A. I., Arifin, B., Syarief, R., & Rusli, M. S. (2021). Multidimensional Aspect of Corporate Entrepreneurship in Family Business and SMEs: A Systematic Literature Review. Economies, 9(4), 156.
Whitson, J. R. (2019). The new spirit of capitalism in the game industry. Television & New Media, 20(8), 789-801.
Whitson, J. R. (2020). What Can We Learn From Studio Studies Ethnographies?: A “Messy” Account of Game Development Materiality, Learning, and Expertise. Games and Culture, 15(3), 266-288.
Wong, T. M. (2018). Teaching innovations in Asian higher education: perspectives of educators. Asian Association of Open Universities Journal, 13(2), 179-190.
Yuana, R., Prasetio, E. A., Syarief, R., Arkeman, Y., & Suroso, A. I. (2021). System Dynamic and Simulation of Business Model Innovation in Digital Companies: An Open Innovation Approach. Journal of Open Innovation: Technology, Market, and Complexity, 7(4), 219.
Ahn, D.-k., & Chung, J.-H. (2019). A Usability Study on Game Development using University Curriculum. Journal of Digital Convergence, 17(7), 331-339.
Ayllón, S., Alsina, Á., & Colomer, J. (2019). Teachers’ involvement and students’ self-efficacy: Keys to achievement in higher education. PloS one, 14(5).
Bukhsh, F. A., Bukhsh, Z. A., & Daneva, M. (2020). A systematic literature review on requirement prioritization techniques and their empirical evaluation. Computer Standards & Interfaces, 69, 103389.
CC2020, T. F. (2020). Computing Curricula 2020: Paradigms for Global Computing Education. New York, NY, USA: Association for Computing Machinery.
Cohendet, P., Grandadam, D., Mehouachi, C., & Simon, L. (2018). The local, the global and the industry common: the case of the video game industry. Journal of Economic Geography, 18(5), 1045-1068.
Engström, H., Berg Marklund, B., Backlund, P., & Toftedahl, M. (2018). Game development from a software and creative product perspective: A quantitative literature review approach. Entertainment Computing, 27, 10-22.
Fachada, N., & Códices, N. (2020). Top-down Design of a CS Curriculum for a Computer Games BA. Proceedings from Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education, New York, NY, USA.
Galvao, A., Mascarenhas, C., Marques, C., Ferreira, J., & Ratten, V. (2019). Triple helix and its evolution: a systematic literature review. Journal of Science and Technology Policy Management, 10(3), 812-833.
Graham, M. J., Frederick, J., Byars-Winston, A., Hunter, A. B., & Handelsman, J. (2013). Science education. Increasing persistence of college students in STEM. Science, 341(6153), 1455-1456.
Harwiki, W., & Malet, C. (2020). Quintuple helix and innovation on performance of SMEs within ability of SMEs as a mediator variable: A comparative study of creative industry in Indonesia and Spain. Management Science Letters, 1389-1400.
Hidayat, A. R. R. T., & Asmara, A. Y. (2017). Creative industry in supporting economy growth in Indonesia: Perspective of regional innovation system. IOP Conference Series: Earth and Environmental Science, 70, 012031.
Hudrasyah, H., Briantono, N., Fatima, I., & Rahadi, R. A. (2019). Marketing Strategy for Game Developer Based on Micro and Macro Environment in Indonesia. Journal of Global Business and Social Entrepreneurship (GBSE), 5(14).
IGDA, E. C., & others. (2003). IGDA Curriculum Framework: The Study of Games and Game Development. Version.
Joint Task Force on Computing Curricula, A. F. C. M. A. C. M., & IEEE, C. S. (2013). Computer Science Curricula 2013: Curriculum Guidelines for Undergraduate Degree Programs in Computer Science. New York, NY, USA: Association for Computing Machinery.
Kenwright, B. (2016). Holistic game development curriculum. Proceedings from SIGGRAPH ASIA 2016 Symposium on Education, New York, NY, USA.
Kim, J. H., So, B. H., Song, J. H., Lim, D. H., & Kim, J. (2018). Developing an Effective Model of Students’ Communities of Practice in a Higher Education Context. Performance Improvement Quarterly, 31(2), 119-140.
Lysova, E. I., & Khapova, S. N. (2018). Enacting creative calling when established career structures are not in place: The case of the Dutch video game industry. Journal of Vocational Behavior.
McCallum, S., Mishra, D., & Nowostawski, M. (2018). Enhancing Software Engineering Education with Game Design and Development. The International journal of engineering education, 34(2), 471-481.
Munizu, M., & Riyadi, S. (2021). An application of analytical hierarchy process (AHP) in formulating priority strategy for enhancing creative industry competitiveness. Decision Science Letters, 10(3), 443-450.
Ni, C.-C., Lo, H.-F., Lyu, Y., & Lin, R. (2022). Collaborative Creativity in Design Education: A Case Study of the Design Sketch Course. Creative Education, 13(05), 1600-1615.
Okolie, U. C., Nwosu, H. E., & Mlanga, S. (2019). Graduate employability. Higher Education, Skills and Work-Based Learning, 9(4), 620-636.
Page, L., Narel, R., & Belgio, E. (2020). Skills Gap Challenge: How Apprenticeship Programs Address Skill Building and Educational Advancement. Journal of Organizational Psychology, 20(6).
Saaty, T. L. (2008). Decision making with the analytic hierarchy process. International journal of services sciences.
Setiawan, S. (2018). Prospects and Competitiveness in Creative Economy: Evidence from Indonesia. International Journal of Research in Business and Social Science (2147-4478), 7(2), 47-56.
Shyam Prasad, V., & Kousalya, P. (2017). Role of Consistency in Analytic Hierarchy Process – Consistency Improvement Methods. Indian Journal of Science and Technology, 10(29), 1-5.
Simon, J. P. (2018). Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies. Digital Policy, Regulation and Governance, 20(5), 449-478.
Sousa, M. J., & Wilks, D. (2018). Sustainable Skills for the World of Work in the Digital Age. Systems Research and Behavioral Science, 35(4), 399-405.
Sudiana, K., Sule, E. T., Soemaryani, I., & Yunizar, Y. (2020). The development and validation of the Penta Helix construct. Business: Theory and Practice, 21(1), 136-145.
Supena, I., IDarmuki, A., & Hariyadi, A. (2021). The Influence of 4C (Constructive, Critical, Creativity, Collaborative) Learning Model on Students’ Learning Outcomes. International Journal of Instruction, 14(3), 873-892.
Taherdoost, H. (2017). Decision making using the analytic hierarchy process (AHP); A step by step approach. International Journal of Economics and Management Systems, 2.
Tripathi, N., Oivo, M., Liukkunen, K., & Markkula, J. (2019). Startup ecosystem effect on minimum viable product development in software startups. Information and Software Technology, 114, 77-91.
Wahyudi, I., Suroso, A. I., Arifin, B., Syarief, R., & Rusli, M. S. (2021). Multidimensional Aspect of Corporate Entrepreneurship in Family Business and SMEs: A Systematic Literature Review. Economies, 9(4), 156.
Whitson, J. R. (2019). The new spirit of capitalism in the game industry. Television & New Media, 20(8), 789-801.
Whitson, J. R. (2020). What Can We Learn From Studio Studies Ethnographies?: A “Messy” Account of Game Development Materiality, Learning, and Expertise. Games and Culture, 15(3), 266-288.
Wong, T. M. (2018). Teaching innovations in Asian higher education: perspectives of educators. Asian Association of Open Universities Journal, 13(2), 179-190.
Yuana, R., Prasetio, E. A., Syarief, R., Arkeman, Y., & Suroso, A. I. (2021). System Dynamic and Simulation of Business Model Innovation in Digital Companies: An Open Innovation Approach. Journal of Open Innovation: Technology, Market, and Complexity, 7(4), 219.