KLS 3570 Entertainment Industries
In this course students receive and introduction to the media-based aspects of the entertainment business, including the film, TV, book, music and game businesses. This includes other entertainment products that have their source in other sectors, such as TV sport or streamed stage art (concerts and theatre). Value creation in these businesses happens primarily by creating experiences for the public, something which is becoming more and more important, also in other businesses. Media-based entertainment products are often complex due to their being a result of interaction among many players with different artistic, technical, and business backgrounds. Furthermore, they are connected to time and place in a fashion similar to the live businesses. Consequently, there are fewer natural limitations, and technology has made the entertainment markets virtually limitless. The remaining limitations are to a great extent culturally, institutionally and economically related.
In the course it is emphasized that students should be able to apply the knowledge they have acquired. Among other things, they will be working with tasks tied to real and concrete challenges that players in the business face and will solve them with the aid of analytical tools adapted to the entertainment business the subjects of economics, organization and management.
During the course students will acquire knowledge of the structural and economic characteristics and frameworks that form the entertainment business, including its models for value creation, the special aspects of entertainment consumption and the interplay between the different players in the business.
Students shall develop analytical skills such that they can carry out fundamental business analyses. Furthermore, students shall develop a business perspective and skills in communicating professionally as an insider in the business.
Students shall develop an understanding of the interplay between art-related perspectives and commercial perspectives as well as for the dilemmas they naturally involve. This demands that students have developed respect and tolerance for both perspectives.
- The relationship between entertainment, art and culture
- The film, TV, book and game businesses: unique characteristics and common features
- Entertainment products’ special features and characteristics
- Franchises and “universes” in the entertainment business
- Markets and marketing
- Entertainment consumption
- Players, processes and value systems
- Value creation and distribution
- Business models and financing
- Organizations and collaborations
The course is conducted with lectures and case discussions.
The course requires four tasks that are written in the form of notes. Three of the tasks must be approved in order for the student to take the exam.
Students that have not gotten approved the coursework requirements, must re-take the exercises during the next scheduled course.
Students that have not passed the written examination or who wish to improve their grade may re-take the examination in connection with the next scheduled examination.
Deviations in teaching and exams may occur if external conditions or unforeseen events call for this.
No specific prerequisites are required.
|Mandatory coursework||Courseworks given||Courseworks required||Comment coursework|
|Exam category||Weight||Invigilation||Duration||Grouping||Comment exam|
Form of assessment:
Examination every semester
|100||No||2 Week(s)||Group/Individual (1 - 3)|
|Form of assessment:||Written submission|
|Grouping (size):||Group/Individual (1-3)|
|Exam code:||KLS 35701|
|Resit:||Examination every semester|
Prepare for teaching
Student's own work with learning resources
A course of 1 ECTS credit corresponds to a workload of 26-30 hours. Therefore a course of 7,5 ECTS credit corresponds to a workload of at least 200 hours.