Journal of Environmental Treatment Techniques  
2020, Volume 8, Issue 3, Pages: 1132-1135  
J. Environ. Treat. Tech.  
ISSN: 2309-1185  
Journal web link:  
Gaming Industry Trends in new Generation  
Specialist Training in University Environment  
Olga F. Piralova *, Sergey A. Gerasimenko , Vladimir V. Kuznetsov , Olga V. Popova , George  
V. Subbotin , Olga G. Kolomyts , Nikolay A. Mashkin  
Institute of Management and Economics, Omsk State Transport University, Omsk, Russian Federation  
Faculty of Mathematics and Information Technologies, Orenburg State University, Orenburg, Russian Federation  
Department of the General and Professional Pedagogics, Orenburg State University, Orenburg, Russian Federation  
Department of International and Public Law, Financial University under the Government of the Russian Federation, Moscow, Russian Federation  
Vice-Rector for Educational and Methodological Work, Gzhel State University, Elektroizolyator, Russian Federation  
Department of International Relations, World Politics and Diplomacy, Kazan (Volga region) Federal University, Kazan, Russian Federation  
Department of State and Legal Disciplines, Plekhanov Russian University of Economics, Moscow, Russian Federation  
Received: 03/04/2020  
Accepted: 17/07/2020  
Published: 20/09/2020  
The research urgency is caused by the search for effective approaches to interactive transformation of a new generation specialist  
training process in the conditions of innovative interaction between educational environment of the University and the video game  
sphere. In this regard, this article is aimed at revealing the features and technologies of implementing priority trends in the gaming  
industry in the training of a new generation specialists in the educational environment of the University. In the course of pedagogical  
monitoring the leading method of research, the structure and content of trends in the gaming industry in the interactive transformation  
of University student training are determined. The article reveals the modern understanding of the concept of the gaming industry,  
defines its priorities in the fields of education. The authors have established the structure and content of the classifier of functional posts  
in the gaming industry in the training of a new generation specialist in higher education. Based on the results of the research, an interactive  
model for implementing priority trends in the gaming industry in the training of a new generation specialists in the educational  
environment of a University is substantiated. The materials of the article can be useful in the development and implementation of various  
methods and practices in the services of the gaming industry and in the educational process of the University.  
Keywords: Game industry, Gamer, Typology of video and computer games, ESports, New generation specialist, Trends in the game  
industry, Educational environment  
The transformations of the higher education system that  
of the blended course program concern the preservation of the  
value of direct contact between the student and the teacher, as  
well as the self - worth of the teacher as a specialist. Against  
the background of the presented problems, the most intense  
interest of the University community in recent years is caused  
by the gaming industry, the key idea of which is to develop an  
interactive approach to training a specialist based on the  
integration of the educational environment of the University  
and the video game sphere [3]. According to this approach, the  
educational process is carried out in a virtual environment  
where there are no clear boundaries between learning and video  
games. The inclusion of game components in the educational  
cycle is assumed at the expense of virtual reality and the game  
environment, and the implementation of all educational tasks is  
transferred to the space of various forms of game models with  
a large content of visual and acoustic content [1, 4]. Certain  
successes and high efficiency of using these technologies  
(speed and ease of mastering the material, positive attitude of  
the audience to the learning process, attractiveness of  
educational products) contribute to the support and promotion  
of the gaming industry in the market of educational services. At  
the same time, the redundancy of game components and virtual  
environment in the educational process, as D.E. Gasparyan [1]  
have been taking place over the past 20 years due to the  
introduction of information technologies in all spheres of  
society are acquiring new ways of expression: a departure from  
strict compliance with educational standards, a unified division  
of academic time into semester and module courses, a focus on  
the use of short-term programs, independent projects, trainings,  
and practices in the educational process [1]. A notable  
consequence of the educational process informatization is the  
integration of online and offline spaces in the process of  
teaching many courses. The learning process becomes virtual  
and develops based on the resources of online courses. The  
dominance of information technologies also contributes to  
changing relations between key subjects of education: the  
influence of the teacher's personality on the individual student  
is reduced, online consultants, who, in turn are replaced by  
virtual Tutors, replace consultants. As part of the smooth  
transition to training in the blending format, most lectures are  
transferred to an online platform. Lectures are not carried out  
in real time in the classroom, but are pre-outlined by the teacher  
for viewing by the student during independent training [1-3].  
There are a number of ethical difficulties are associated with  
this approach. The most discussed issues related to the launch  
Corresponding author: Olga F. Piralova, Institute of Management and Economics, Omsk State Transport University, Omsk, Russian  
Federation. E-mail:  
Journal of Environmental Treatment Techniques  
2020, Volume 8, Issue 3, Pages: 1132-1135  
rightly believes, transfers the student to the category of  
technical unit. There is a general depersonalization of the  
educational process. All these trends have a direct impact on  
the development of personal qualities of the student. In the  
collective work of G.S. Bazhenova and V.V. Grishkun [5], the  
student's personal qualities are synthesized in the aspect of their  
compliance with the universal values of the youth of the  
XX1ST century. The authors note in this list of universal values  
of the student the priority areas in the life of the student-a future  
specialist of a new generation, which M. Prensky [6] defined as  
a digital aborigine. All these trends, reflecting the deep  
processes of new forms of interaction between the educational  
environment of the University and the video game industry,  
need scientific understanding. In this regard, this article  
provides a theoretical and methodological justification of the  
priority trends of the gaming industry in the interactive  
transformation of the training of a student-a future specialist of  
a new generation in the educational environment of the  
University. In the course of pedagogical monitoring  the  
leading method of research, the structure and content of trends  
in the gaming industry in the interactive transformation of  
University student training are determined. The article reveals  
the modern understanding of the concept of the gaming  
industry, defines its priorities in the fields of education. The  
structure and content of the classifier of posts functions of a  
video game specialist are established. Based on the results of  
the research, an interactive model of interaction between the  
educational environment of the University and the video game  
sphere in the training of a new generation specialist is  
substantiated. The effectiveness of the model is proved in the  
process of implementing trends in the gaming industry in the  
educational process of the University.  
study, the research problem it is established, that despite the  
fact that some aspects of game industry are actively used in the  
educational process of the University, which certainly  
contributes to a better fulfillment of educational goals and  
objectives of the interactive training of specialist of new  
generation, it is prematurely to speak about a complete  
understanding of this process. An important role is also played  
by the factor of special variability and unpredictability of the  
development of gaming industry services, which are far ahead  
of the development of University resources. Therefore, the  
definition of priority trends in the interaction of the video game  
sphere and the educational environment of the University in the  
interactive training of a new generation specialist seems to be  
justified and appropriate.  
Results and Discussion  
.1 Content Analysis of the Gaming Industry as an  
Educational Category  
Based on the discursive content of the concept of the game  
industry, reflected in the works of D.E. Gasparyan [1], M.R.  
Karmova [4], N.I. Nikolaev [18], Yu.F. Shpakovsky and M.D.  
Danilyuk [19], in this study, its understanding is determined by  
the use of game elements in non-game educational processes.  
The article by N.I. Nikolaev [18] notes that the modern spheres  
of the video game industry, due to the technological leap in  
development, are transformed from the entertainment industry  
into an innovative type of professional employment that attracts  
students with technological resources, intellectual labor  
capacity and high pay. Currently, in the educational process of  
the University, along with the technologies of the educational  
process, elements of such video games as platformers, action,  
adventure, role playing games, online games, strategies,  
casual games, simulators are actively used as innovative  
techniques. The division into genres is conditional, due to the  
influence of information technologies that bring elements of  
innovative changes to the existing structure of video games and  
create new types of games. During the research, the features of  
the development of the gaming industry in the educational  
environment of the University from the beginning of its origin  
in the middle of the XX century to the present time are  
The State of Study of the Research Problem in  
the Literature  
The organization of student interactive activities based on  
the use of resources of the gaming industry has become the  
subject of scientific interest of a significant number of  
scientists, whose research problems are caused by the  
transformations of the educational process of the University.  
These studies are associated with the names of many leading  
experts, including D.E. Gasparyan [1], V.A. Pomelov [3], M.R.  
Karmova [4], S.A. Bazhenova and V.V. Grishkun [5], M.  
Prensky [6], P.A. Gorshkov [7], O.V. Kalimullina [8], I.  
Rahwan [9], J. Heisinga [10], M. Chiksentmikhayi [11], Y.  
Choy [12]. The authors of other works devoted to the study of  
the problem of interaction between the video game sphere of  
the gaming industry and the educational environment of the  
University are united in conditionally grouped areas of their  
research: (a) active supporters of educational process  
transformations mediated by integration interaction of  
pedagogical and information technologies, computer  
multimedia systems and interactive computer games [1, 3, 4,  
. At the initial stage, the correct analysis of which is  
presented in the article of T.A. Zhuravleva and F.S. Izvekov  
17] and N.I. Nikolaev [18], this phenomenon was not  
recognized and spread in the educational process of the  
University due to financial difficulties in the production of  
video games and a cautious attitude to them on the part of  
University teams. Initial success in this area is associated with  
the home game console Magnavox Odyssey. The article of N.I.  
Nikolaev [18] revealed the secrets of its success in the video  
game market, due to the elementary simplicity and cheapness  
of the design, as well as the availability of use. These features  
have played their role in the console's long successful presence  
in global video game markets.  
7]; (b) active supporters of erasing the boundaries between the  
. The Golden age of the video game industry the period  
educational environment of the University and the video game  
sphere of the gaming industry [2, 13, 14]; (c) supporters of the  
game industry use in the educational environment of the  
University as an innovative type of professional activity [2, 6,  
from 1978 to 1983 is considered. As N.I. Nikolaev [18] notes  
in his article, during this period, the main projects of arcade  
video games were released, which formed a positive public  
opinion about them, including among the University  
, 15, 16, 17].  
Leading researchers [1-4, 6, 11, 12] note the special  
. The video game industry crisis of 1983. Extended  
significance of the resources of the gaming industry in  
increasing the level of student motivation in training. The  
effectiveness of these resources in the process of creating an  
interactive model of interaction between the educational  
environment of the University and the video game sphere in the  
training of a new generation specialist is proved. During the  
characteristics of the prerequisites and causes of the crisis,  
alternative approaches to its assessment, are presented in the  
works of D.E. Gasparyan [1], N.I. Nikolaev [18], Yu.F.  
Shpakovsky and M.D. Danilyuk [19].  
. As the works of N.S. Kozyr and A.V. Astakhova [2]; N.I.  
Nikolaev [18] note the appearance of third-generation consoles  
Journal of Environmental Treatment Techniques  
2020, Volume 8, Issue 3, Pages: 1132-1135  
marked the beginning of the era of forgetfulness of slot  
machines as the main platform for video games. In the  
development of video games, the era of 8-bit, 16-bit, 3D and  
new game media, which are actively used by modern students  
Section 6. Organizational and marketing. Functions:  
implementation and management of product sales, negotiation,  
communication development, promotion of the game in the  
market, project management and research.  
in the educational process, has begun.  
. 2000 thousandth years. The era of VR games. Experts  
implementation of interaction with the audience and consulting  
the gamers.  
of the 2000s refer to virtual games as technologies that are  
ahead of the dreams of even science fiction writers.  
In the educational environment of the University, these  
fantastic projects are implemented at the level of creating  
virtual models of distance learning, digital campus and other  
network projects, which confirms the direction of the  
transformation of the gaming industry from entertainment to  
interactive professional activities, having an urgent need to  
train a new generation of specialists. In the 2000s, the term  
gaming industry is being adapted by teachers and students as  
an innovation to the conditions of the educational environment,  
acquires the status of an educational category and becomes the  
basic core of an interdisciplinary cycle of socio-professional  
disciplines in the curricula of the University [5, 18].  
implementation of diagnostics, correction of software  
Section 9. Information and communication. Functions:  
communication with journalists, bloggers, PR managers, lets  
Section 10. Corrective. Functions: organization of work  
with content after the game is implemented.  
3.3 Interactive Model of Interaction between the Educational  
Environment of the University and the Video Game Industry  
in the Training of a New Generation Specialist  
In the process of creating an interactive model, a holistic  
approach is used to the educational goals, needs and interests  
of the student in using the potential of video games as a  
complete virtual world based on an understanding of its  
fundamental properties and characteristics [10]. The  
implementation of the holistic approach involves specific  
requirements for compliance with the rules and requirements of  
the organization of an interactive model of interaction between  
the educational environment and the video game sphere in the  
training of a new generation specialist.  
.2 Structure and Content of the Classifier of Posts Functions  
of a Video Game Specialist  
The analysis of the personnel situation in the video game  
industry in the educational environment of the University  
indicates not only the crisis of specialists, but also the lack of a  
legal framework in relation to them, since to date the list of  
specialties of the game industry is not presented in the Unified  
qualification directory of posts of managers, specialists and  
other employees [20], there is no systematization, structure and  
content of functions, and even a conceptual format. Among the  
first works in this field of research interests is the article of N.S.  
Kozyr and A.V. Astakhov [2], which presents a list of posts of  
employees of the game industry of leading domestic and  
foreign developer firms and their remuneration. In this  
approach, the authors present the economic interest of video  
game developers a conflict of interest in the remuneration of  
employees of domestic firms. In this study, given the trends in  
the labor job market of video game industry, the pedagogical  
monitoring of the shortage of personnel in this field of labor is  
given, and the duties of professionals in demand in video game  
sphere is systematized, the distribution of their structure and  
content according to the objectives for effective use of video  
game interaction sphere of game-industry and educational  
environment of the University in training specialists of a new  
generation is carried out.  
Step 1. Creating an algorithm for rules and requirements:  
setting a clear goal for interaction;  
Concentration of the student's attention on certain game  
Compliance with direct and feedback between the  
student, the educational environment and the video game  
Stage 2. Designing the content of an interactive model of  
interaction between the educational environment of the  
University and the video game sphere.  
The methodological basis of the model is based on the ideas  
of Octalysis developed by Y. Chou [12]. The term Octalysis is  
derived from octagon and analysis. Unlike other models, the  
Yu-Kai Chou model is more personalized, taking into account  
the feelings, needs and motivation of the individual.  
According to Yu-Kai Chou, there are eight main driving  
forces of human motivation: (a) Epic Meaning & Calling -the  
need for a sense of self-importance. (b) It manifests itself when  
persons believe that they are doing something significant that  
is superior to themselves, or they have been chosen to do  
something important. (c) Development & Accomplishment -the  
need to develop and achieve success as an internal urge, the  
desire to develop their skills and progress, achieve mastery and  
overcome difficulties. (d) Empowerment of Creativity &  
Feedback  the need for the development of creative abilities.  
It is expressed in involvement in the creative process, in which  
they constantly create something new and try different  
combinations. People feel the need to not only Express their  
creativity, but also to see its results, get feedback, and change  
in response. (f) Ownership & Possession-the need to own and  
control something-either. It is manifested when a person feels  
a sense of possession of something and seeks to exaggerate and  
improve what he/she owns. (g) Social Influence & Relatedness-  
the need for social connections and influence on other people.  
(h) Scarcity & Impatience-the desire to get something, simply  
because it is rare, exclusive, or unavailable now. The need is  
related to the fact that when a person cannot get something right  
now, they keep thinking about it constantly. (i) Unpredictability  
Algorithm for structuring the classifier of posts functions  
of a video game specialist.  
Section 1. Analytical (diagnostic). The main functions of  
analysts: constant and continuous monitoring of game  
consumers and employees of the game Department to  
determine the key, leading technologies in improving the  
quality of the product.  
Section 2. Organizational -Managerial. Functions:  
coordinating the activities of various departments within the  
developer team.  
Section 3. Software  
technological. Functions:  
development and control of the game's software code, the main  
strategy of the game, and the entire game process, including  
key aspects of content and software hardware.  
Section 4. Design. Functions: implementation of graphic  
content of the game world, animation of 3D models, modeling  
of characters, their attributes, and interior items.  
Section 5. Producer. Functions: providing the game  
concept with the necessary resources for the implementation of  
the finished product, project support, monitoring and  
organizing constant growth of all key indicators.  
Journal of Environmental Treatment Techniques  
2020, Volume 8, Issue 3, Pages: 1132-1135  
Curiosity  curiosity and unpredictability. The need to be  
that submitted work is original and has not been published  
elsewhere in any language.  
constantly involved because you do not know what is going to  
happen next. (j) Loss & Avoidance-the desire to avoid negative  
consequences and losses.  
Stage 3. Criteria for implementing needs. The identified  
needs are universal and generalized. In the course of the study,  
it became necessary to divide them into two groups: left-  
hemisphere (logic, analytical thinking) and right-hemisphere  
Competing interests  
The authors declare that there is no conflict of interest that  
would prejudice the impartiality of this scientific work.  
Authors’ contribution  
All authors of this study have a complete contribution for  
data collection, data analyses and manuscript writing.  
(creativity, curiosity), as well as white (make us strong,  
satisfied and fulfilled) and black (make us anxious, dependent  
and obsessive). Each driving force of motivation corresponds  
to individual game mechanics and techniques. For example,  
techniques such as points, badges, and leaderboards, progress  
indicators, quest lists, and boss battles are used to meet a  
student's development needs and achieve success in the study.  
To satisfy the student's curiosity, techniques were used - Easter  
eggs, random and sudden rewards, mini-quests. The criteria  
confirmed the effectiveness of the developed approaches.  
Gasparyan DE. Ethical dilemmas of using information  
technologies in education: Russian and foreign experience.  
Bulletin of the Moscow state University of culture and arts.  
2. Kozyr NS, Astakhov AV. The video game industry in the modern  
industry economy. Regional economy: theory and  
Pomelov VA. Creative potential of computer games in the context  
of innovative thinking formation. Bulletin of Kemerovo state  
The research confirms the theoretical and practical  
significance of interactive transformation of the process of  
training a University student-a future specialist of a new  
generation. This is due to the interactivity of the video game  
industry, which, due to technological progress in development,  
is transformed from an entertainment industry into an  
innovative type of professional employment that attracts  
students with technological resources, intellectual labor  
capacity and high pay.  
Karmova MR. Gamify or why modern education needs games (for  
example, students studying in the direction of Sociology and  
political Science. Humanities. Bulletin of the Financial  
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technologies: factors important for education. Bulletin of the  
Moscow city pedagogical University. Series: Informatics and  
Informatization of education. 2017;2(40):64-70.  
Prensky M. Digital Natives, Digital Immigrants. On the  
The results of the study confirm the effectiveness of priority  
trends in the transformation of the gaming industry in the  
educational environment of the University: today, the gaming  
industry has ceased to be just an entertainment industry, and an  
innovative type of professional activity is formed on its basis.  
The term gaming industry has become an educational category  
and is firmly embedded in the development strategies of higher  
education. In this regard, the article provides theoretical and  
methodological substantiation of priority trends in the  
transformation of the video game industry in the interactive  
transformation of University student training. The modern  
understanding of the concept of the gaming industry is  
revealed, its priorities in the fields of education are defined. The  
authors have established the structure and content of the  
classifier of posts functions of the gaming industry in the  
training of a new generation specialist in higher education.  
Based on the results of the research, an interactive model for  
implementing priority trends in the gaming industry in the  
training of a new generation specialist in the educational  
environment of a University is substantiated. The materials of  
the article can be useful in the development and implementation  
of various methods and practices in the services of the gaming  
industry and in the educational process of the University.  
This problem as a pedagogical direction does not exhaust  
itself in solving the set goals and tasks. An important issue for  
continuing research in this area of interest is the problem of  
adapting the technological resources of the gaming industry to  
the scientific and methodological support of the educational  
process of the University.  
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Ethical issue  
Authors are aware of, and comply with, best practice in  
publication ethics specifically with regard to authorship  
(avoidance of guest authorship), dual submission, manipulation  
of figures, competing interests and compliance with policies on  
research ethics. Authors adhere to publication requirements