
doi: 10.1007/bf03392347
The article is a personal and reflective piece related in part to the games industry and to the role of universities in supporting the development of entrepreneurial behaviour and activity. The games industry, as many others, is undergoing considerable change, with new business models and new and distinct niches emerging rapidly. The response from large commercial organisations may not always be the quickest for the new and emerging distinct customer groups, and smaller, more creative, entrepreneurial businesses might have an increased role and impact in the sector. The games industry is particularly important to the UK and there are opportunities on a global scale. Given the current government drive to improve the economic performance of Scotland, where international growth and development will be critical, this sector might be particularly important to our national economy. The creative and innovative talent is here in Scotland, and there are two questions: (i) what is the best way to tap into the available talent, in an effort to support effective businesses; and, (ii) secondly, how can universities better support students to develop the employability skills and attributes they will need? This article utilises the entrepreneurial model developed by Timmons (1999) to reflect on the criticality of the team to supporting new ventures / businesses. Individuals interested in the gaming sector may be more likely to engage with others with similar interests and programmes at universities that have such a strong technical element may limit the formal interactions students have in a productive or educational way with others. Supporting the development of more diverse teams has potential to help the sector grow in ever more innovative ways to meet the needs of a broader consumer market.
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