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TITA-7106 Introduction to Entertainment and Media Management, 4 cr |
Artur Lugmayr
Lecture times and places | Target group recommended to | |
Implementation 1 |
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- active participation during lectures (70%) - completed exercises and assignments - final examination
Entertainment and media technology is all-present in our daily environments: Web based media, TV, radio, or print-press are just a few examples. The media environment is more and more changing towards additional digital services in terms of user contributed content and online collaboration. The plethora of media environments therefore expands to media eco-systems: social media, digital gaming, collaborative content, ambient media, digital location based services, and online platforms are just a few examples. This course aims to get basic understanding of general concepts in the entertainment and media production management including the latest digital services. The foundations of media economics, industries, and markets shall give understanding into the fascinating world of media ecosystems. The course is designed to develop skills and knowledge necessary to understand the changes in today¿s entertainment and media world in terms of society, audience, creative skills, technology, services and content. Based on the characteristic of the entertainment and media industry, specific differences to other industries related to organization form, creative team management, business models, marketing, and content production are particularly emphasized. From the technical point of view, basic principles of entertainment computation are introduced and presented. Attendees will get an overview of various media domains and how the world of media functions. After the course students shall have knowledge and understanding of: 1. difference of entertainment and media business to other business domains 2. society, sociology, audience, and policy aspects in entertainment and media 3. basic principles of marketing, strategy, organization, and economics in media 4. media and digital service ecosystems in creative digital service industries 5. latest trends in nowadays entertainment computation technologies
Content | Core content | Complementary knowledge | Specialist knowledge |
1. | Lecture 1: History of Media Entertainment and Media Production Industry Overview Design Thinking for creative teams Lecture 2: Society, Policy, Ethics, and Culture Audience and Marketing Legal Aspects Regulation and de-regulation Digital rights and IPRs Entertainment Law Contracts Lecture 3: Company Level Media Production Management Management of Media firms Creative team management Human resource management Financing, Accounting, and Analysis Technologies, and Processes Entertainment computation | ||
2. | Lecture 4: Media Service Eco-Systems Industry Structure Organization Structures B2C business Models B2B business Models Media economics Globalization Lecture 5: Traditional Media Industries Radio, TV & Cable Motion Pictures & Cinema Publishing Events and Theatre Music Lecture 6+7: Emerging Media Service Industries Social Media Ambient/Ubiquitous Media Web 2.0 and Web 3.0 Digital Games Digitalization of Traditional Media Media Services in Specific Domains eLearning eHealth eBusiness Emerging service domains |
exercises (40%) + exam (60%) + active attendance
Numerical evaluation scale (1-5) will be used on the course
Type | Name | Author | ISBN | URL | Edition, availability, ... | Examination material | Language |
Book | Alan B. Albarran, Media Economics, Iowa State University Press, Iowa, 1996 | English | |||||
Book | Arthur Asa Berger, Media & Society – A Critical Perspective, Rowman & Littlefield Publishers Inc., Plymouth, UK, 2007 | English | |||||
Book | David Croteau and William Hoynes, The Business of Media – Corporate Media and Public Interest, Pine Forge Press, California, 2006 | English | |||||
Book | Lucy Kung, Strategic Management in the Media – Theory to Practice, SAGE, 2008. | English | |||||
Other online content | ACM, Computers in Entertainment, www.acm.org | English |
There is no equivalence with any other courses
Description | Methods of instruction | Implementation | |
Implementation 1 | Entertainment and media technology is all-present in our daily environments: Web based media, TV, radio, or print-press are just a few examples. The media environment is more and more changing towards additional digital services in terms of user contributed content and online collaboration. The plethora of media environments therefore expands to media eco-systems: social media, digital gaming, collaborative content, ambient media, digital location based services, and online platforms are just a few examples. This course aims to get basic understanding of general concepts in the entertainment and media production management including the latest digital services. The foundations of media economics, industries, and markets shall give understanding into the fascinating world of media ecosystems. The course is designed to develop skills and knowledge necessary to understand the changes in today¿s entertainment and media world in terms of society, audience, creative skills, technology, services and content. Based on the characteristic of the entertainment and media industry, specific differences to other industries related to organization form, creative team management, business models, marketing, and content production are particularly emphasized. From the technical point of view, basic principles of entertainment computation are introduced and presented. Attendees will get an overview of various media domains and how the world of media functions. After the course students shall have knowledge and understanding of: 1. difference of entertainment and media business to other business domains 2. society, sociology, audience, and policy aspects in entertainment and media 3. basic principles of marketing, strategy, organization, and economics in media 4. media and digital service ecosystems in creative digital service industries 5. latest trends in nowadays entertainment computation technologies |
Contact teaching: 0 % Distance learning: 0 % Self-directed learning: 0 % |