Free Report: Gaming - A Technology Forecast - Jim Brazell

Post Information Age

Post Information Age - Examples of the Cybernetic Age

Submitted by guanxi on October 8, 2007 - 10:53am.
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http://system.tstc.edu/forecasting/reports/dgames.asp

This highly anticipated report covers the game market, industry, technologies, workforce needs, and implications to Texas technical colleges and universities. The report may be of interest to students, teachers, policy makers, economic development officials, academic administrators, game industry businesses and investors. Highlights of the forecast include predictions related to the global US$50 billion industry: acceleration of network gaming, fueled by next generation "super computer" gaming consoles, broadband, and wireless technologies; relations among gaming and 21st Century science (nano-bio-info-congo-enviro), design-related industries (industrial design, architecture, instructional design, aerospace, architecture), specialized industries that require transdisciplinary knowledge workers (robotics, IT security, national defense, and homeland security) and education; and San Antonio's academy model for innovation, education and economic development.