Course Catalog 2009-2010
Postgraduate

Basic Pori International Postgraduate Open University

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Course Catalog 2009-2010

TITA-7206 Business Concepts in Entertainment and Media Production, 5 cr

Person responsible

Artur Lugmayr

Implementations

  Lecture times and places Target group recommended to
Implementation 1


Per 2, 3 :
Tuesday 16 - 18, TB219

 
Automaatiotekniikan koulutusohjelma
Biotekniikan koulutusohjelma
DI-Opiskelijat
Kandiopiskelijat
Konetekniikan koulutusohjelma
Kuitu- ja tekstiilitekniikan koulutusohjelma
Luonnontieteiden ja ympäristötekniikan tiedekunta
Materiaalitekniikan koulutusohjelma
Rakennetun ympäristön tiedekunta
Rakennustekniikan koulutusohjelma
Signaalinkäsittelyn ja tietoliikennetekniikan koulutusohjelma
Sähkötekniikan koulutusohjelma
Teknis-luonnontieteellinen koulutusohjelma
Teknis-taloudellinen tiedekunta
Tieto- ja sähkötekniikan tiedekunta
Tietojohtamisen koulutusohjelma
Tietotekniikan koulutusohjelma
Tuotantotalouden koulutusohjelma
Ympäristö- ja energiatekniikan koulutusohjelma  


Requirements

- active participation (70%) - exercises and assignments - examination

Learning outcomes

Entertainment and media environments are very specific to business domains. This course focuses on the understanding of the business environment with a special focus on different media domains. The world of media underlies different principles than other production companies. Within the scope of this course, methods in media economics are presented, ranging from quantitative and analytical frameworks up to market analysis and audience research. Corporate strategies especially focusing on competition analysis, and organizational management are as well presented. Different business models such as advertising or subscription based services are analyzed. The theoretical knowledge by illustrative case studies from traditional media environments, such as TV, radio, print, and cable industry. However, the main focus is to give insights into newly emerging media industries, such as social media, ambient/ubiquitous media, digital gaming, and other emerging services in the age of Web 2.0/Web 3.0. The goal is to provide practical understanding of concepts, issues, and solutions in the latest emerging media forms. After the course students shall have knowledge of: 1. marketing, planning, analysis, and management in TV, film, radio, gaming, Web, and new media 2. entertainment and media domain specific aspects in marketing, strategy, and economics 3. new service ecosystems in times of the WWW 4. business concepts in latest media environments such as the web, games, and digital distribution

Content

Content Core content Complementary knowledge Specialist knowledge
1. Media Industry Methods in Media Economics Theoretical Methods Analytical Frameworks Quantitative Methods Qualitative Market Analysis & Marketing Market Structure Marketing Methods Audience research Advertisement Analysis Mining Consumer Data Business Intelligence Mining Strategies Corporate Strategies B2B cooperation Competition and Competition Analysis Business Models Advertising Subscription Based Services Merchandise Experimental Models Project Planning and Budgeting Planning and Scheduling Projects Risk Management Budget Analysis Analytical Tools Media Information Management Systems Data Management and Business Management Tools Media Management Technology Exemplary Case Studies from Industry Motion Picture & Cinema TV, Cable, Radio, and Print Digital Games Social Media Web 2.0, and Web 3.0 companies      


Evaluation criteria for the course

exercises/assigments (40%) + examination (60%) + attendance

Assessment scale:

Numerical evaluation scale (1-5) will be used on the course

Study material

Type Name Author ISBN URL Edition, availability, ... Examination material Language
Book           Hoskins, McFadyen, Finn, Global Television and Film, Oxford University Press, 1997.      English  
Book           Stephen Lacy, Ardyth B. Sohn, and Jan LeBlancWicks, Media Management – A Casebook Approach, Lawrence Erlbaum Associates, 1993.      English  
Other literature           The students will be provided with latest materials.      English  


Prerequisites

Course Mandatory/Advisable Description
TITA-7106 Introduction to Entertainment and Media Management Advisable    

Prerequisite relations (Requires logging in to POP)

Correspondence of content

There is no equivalence with any other courses

More precise information per implementation

  Description Methods of instruction Implementation
Implementation 1 Entertainment and media environments are very specific to business domains. This course focuses on the understanding of the business environment with a special focus on different media domains. The world of media underlies different principles than other production companies. Within the scope of this course, methods in media economics are presented, ranging from quantitative and analytical frameworks up to market analysis and audience research. Corporate strategies especially focusing on competition analysis, and organizational management are as well presented. Different business models such as advertising or subscription based services are analyzed. The theoretical knowledge by illustrative case studies from traditional media environments, such as TV, radio, print, and cable industry. However, the main focus is to give insights into newly emerging media industries, such as social media, ambient/ubiquitous media, digital gaming, and other emerging services in the age of Web 2.0/Web 3.0. The goal is to provide practical understanding of concepts, issues, and solutions in the latest emerging media forms. After the course students shall have knowledge of: 1. marketing, planning, analysis, and management in TV, film, radio, gaming, Web, and new media 2. entertainment and media domain specific aspects in marketing, strategy, and economics 3. new service ecosystems in times of the WWW 4. business concepts in latest media environments such as the web, games, and digital distribution   Lectures
Excercises
Practical works
   
Contact teaching: 0 %
Distance learning: 0 %
Self-directed learning: 0 %  


Last modified10.09.2009
ModifierJussi Myllärniemi