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Course Catalog 2010-2011
TITA-7106 Introduction to Entertainment and Media Management, 4 cr |
Person responsible
Artur Lugmayr
Lessons
Study type | P1 | P2 | P3 | P4 | Summer | Implementations | Lecture times and places |
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Requirements
- Active participation on lectures (70%) and exercises (100%) - Completed course assignments - Final examination
Learning outcomes
After the course the students should be able to: 1) Define and understand the concept "Media" and its recent historical developments 2) Identify and describe the different Media and Entertainment industries 3) Identify the forms of New Media and to discuss their special characteristics and implications in an in-depth fashion 4) Identify and discuss the societal, sociological, political, financial, regulatory and legal factors influencing Media 5) Define and discuss the functions, levels, skills and influences of Management in Media 6) Understand and outline the basics of audience research and other concepts of media marketing 7) Identify, define and understand the different business models of different Media domains 8) Define the concept of value-chain and to discuss the differences in the value-chains between different media domains 9) Understand the implications of Internet on Media industries and the forms of Internet-enabled media 10) Understand and discuss the evolution of the Media Content Model 11) Understand the implications of the Design Thinking methodology on the management of creative teams
Content
Content | Core content | Complementary knowledge | Specialist knowledge |
1. | - Media - History of Media - Media industries - Design thinking methodology | Understanding of the content and implications of Design Thinking metholodogy | Practical understanding and knowledge of the implications of Design Thinking methodology on the management of creative teams |
2. | Aspects of - Society - Sociology - Audience - Policy on Media and Entertainment Industries | ||
3. | Basic principles of: - Marketing - Strategy - Organization - Economics in Media | ||
4. | Media as a product of : - Society - Policy - Culture - Technology | ||
5. | Media segments: - Television - Radio - Music - Motion picture industry | ||
6. | Media segments and the Interactive Consumer: - Social media - Internet based services | ||
7. | Media segments: - Digital games - Ambient Media - Mobile Media |
Evaluation criteria for the course
The course assessment is based on the course assignment (40%) and the course exam (60%). It should also be noted, that the active participation on the course lectures (70% minimum) and the course assignment related exercises (100%) is a mandatory requirement for passing the course.
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 | 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 |
Prerequisite relations (Requires logging in to POP)
Correspondence of content
There is no equivalence with any other courses
More precise information per implementation
Implementation | Description | Methods of instruction | Implementation |
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 | Lectures Excercises |
Contact teaching: 0 % Distance learning: 0 % Self-directed learning: 0 % |