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Masters Degrees (Digital Entertainment)

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Gain specialist insight into the technology behind digital entertainment. Become immersed in everything from computer animation to visual effects and games. Read more

Gain specialist insight into the technology behind digital entertainment. Become immersed in everything from computer animation to visual effects and games.

You will study a range of modules including computer graphics and visual effects, and computer vision.

You’ll explore different approaches for creating visual effects and the relationship between the segmentation, classification and identification of images and video.

You’ll learn about modern visual effects tools, programming techniques and physics-based animation, and have the opportunity to apply them and to adapt algorithms to typical problems in an advanced visual effects R&D environment.

This course is for you if you’ve gained mathematics or computer science skills in your first degree and are interested in the technology behind computer games and other digital entertainment.

The course will give you the opportunity to undertake research in our leading centres, including the highly regarded Centre for Digital Entertainment. Our facilities also include the £5 million Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA).

You’ll complete your course with the knowledge and transferable skills to prepare you for a career in the visual effects, computer animation and computer games industries. You’ll gain an understanding of the how to put together a project from scratch, rather than simply use commercial packages, so that your career can take you to a senior position more quickly.

As we involve our industry partners throughout your course, you’ll receive help in getting your CV to our partner companies. When you graduate, you will have already started to build your own industry network.

Recent graduates have gone on to work with companies such as Imagination Technologies, Electronic Arts and Nokia.

Watch a short video on our new Centre for the Analysis of Motion, Entertainment Research & Applications (CAMERA) (https://vimeo.com/133344283).

You can either study the MSc full-time, for one year, or take an optional professional placement and complete the course in two years. The placement offers paid, practical experience in an industrial or commercial environment. Here you’ll have the chance to apply the knowledge and skills you have gained so far, improving your understanding of digital entertainment in practice as you look to build a successful career in this field.

Visit the Department of Computer Science (http://www.bath.ac.uk/comp-sci/) for further information on the department.

Why study Digital Entertainment at Bath?

The programme exists in partnership with our highly regarded Centre for Digital Entertainment, the UK’s premier doctoral training centre for the digital entertainment sector. With established experience in training for this economically important sector, we’ve been able to develop the MSc with 35 of our most innovative partner companies (for example Double Negative Visual Effects, EA Games, Disney Research), as well as existing students.

The MSc in Digital Entertainment is designed to equip you with a wide range of specialist knowledge and transferable skills, so that you can build a successful career within any number of areas in digital entertainment. We involve industry partners in the provision of our course to ensure we provide relevant, timely and current experience to improve your career prospects.

During your studies you’ll also have the chance to study alongside our doctoral students, and enhance your knowledge and understanding with specialist classes taught by company experts.

Visit the website http://www.bath.ac.uk/courses/postgraduate-2018/taught-postgraduate-master-s-courses/msc-digital-entertainment/

Career opportunities

The MSc in Digital Entertainment will equip students with the knowledge and transferable skills for a career in the Visual Effects, Computer Animation and Computer Games industries. It provides a solid understanding across all of these sectors, narrowing down over the year to the part that interests you most. It explains how it is done, rather than how to use commercial packages, so that your career can take you to a senior position more quickly. We involve our industry partners, to make sure you are getting the right kind of experience.

At graduation you will have the breadth which all of these industries require but the deeper specialised knowledge and ability to think for yourself which lead to a high-end career. We can help you get your CV to our supporter companies and you will have already started to build your own industry network during the year.

The Department has active collaborations with academics in leading universities in Europe, Australasia, the USA and Japan. Strong links with industry, e.g. HP labs, Airbus, Qinetiq, Westland, Toshiba and Vodafone.

Find out more about the department here - http://www.bath.ac.uk/comp-sci/

Find out how to apply here - http://www.bath.ac.uk/science/graduate-school/taught-programmes/how-to-apply/



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OVERVIEW. Digital has changed the game for sports business forever. Teams, leagues and federations no longer compete with each other; the new competitors are digitally-based activities such as social media, video streaming and gaming. Read more

OVERVIEW

Digital has changed the game for sports business forever. Teams, leagues and federations no longer compete with each other; the new competitors are digitally-based activities such as social media, video streaming and gaming. Some analysts have even observed sport to be the most disrupted of all industries. 

Digital is more about aligning strategy and the organization to behaviours and expectations of modern fans than it is about technology. 

Ultimately, digital is about growth and therefore 'Managing Digital Transformation in Sports' has been purposely developed for football and sport organisations to explain the digital challenge to sports leaders, managers and professionals in a way that will enable organization and career growth.  

It is a modern reality that whilst business models in sports are still adjusting to the new data and fan-first reality of the digital era, a new breed of technologies such as virtual and augmented reality have arrived to push the economy further into competition for personalized and immersive experiences. 

 Through all of this volatility, the principles that are needed to navigate digital disruption in our own roles and organizations are now understood. 'Managing Digital Transformation in Sports' takes lessons from all industries in the digital economy and combines them with football and sports business best practices to deliver a master class for career and business transformation. 

PROSPECTUS

You can download the program prospectus here.

AIMED AT:

The program is aimed at professionals looking to improve their digital literacy so that they can more effectively lead and contribute to business transformation in a sports/football organization. 

 

It is the first program focusing on the transformation and specialization of digital business in the sports industry. 

 

 KEY BENEFITS OF THE PROGRAM INCLUDE:

  • World class curriculum and teaching by faculty from the the top football clubs, governing bodies, sports brands, media outlets and athlete representation firms worldwide.
  •  
  • Peer-to-peer learning through virtual lectures, online classroom discussion groups, project reviews and 360° feedback.
  •  
  • Selective entrance criterion ensuring quality for the program and optimizing networking opportunities

PROGRAM CONTENT

To ensure you are fully prepared for a wide range of professional challenges, the course curriculum covers all business areas across the sport industry.

The well-rounded curriculum is divided into four terms that cover the following areas:

 

TERM 1 - SPORTS BUSINESS IN DIGITAL

1. Introduction - why sport is most disrupted of all industries

2. The new consumer and fan

3. New sport business responsibilities

4. Digital technologies and their impact on sports business explained

- Internet of Things

- Cloud Computing

- Mobile Computing

- Digital and Social Media

- Data and Analytics

- New technologies: Virtual Reality, Augmented Reality & Artifi cial Intelligence

 

TERM 2 - ACHIEVING DIGITAL MATURITY

1. What is Digital Maturity 

2. Obstacles to achieving Digital Transformation 

3. Digital Transformation Success Factors

- Leadership and Strategy

- Culture and Governance 

- Business Model Innovation 

- Fan-centered Design 

- Corporate requirements - Finance, IT and Marketing 

- Open Innovation (including special feature on Innovation best practice)

 

TERM 3 - BECOMING A SOCIAL BUSINESS

1. What is a Social Business 

2. Social Leadership 

3. Socially Inspired Trends

 

- Digital Marketing Models 

- Digital Marketing Capabilities 

- Digital Media and the changing broadcast landscape 

- Crowd sourcing, Recruitment, Employee Ambassadors 

- Social Media Platform Selection 

- Social Media Best Practice 

- Sponsorship and monetizing social media 

- Mobile Apps

- Esports - industry analysis and opportunities for traditional sports

TERM 4 - DATA STRATEGY AND MARKETING WITH ANALYTICS

1. How Data is transforming business 

2. Characteristics of Data high-performers 

3. Planning for data mastery

 

- Developing a Data-driven culture

- Data and Analytics best practices and case studies

- Attracting and retaining Data and Analytics Talent

- Innovating with Data

- Sources of Fan Data and Customer Data Platforms

- How Big Data drives Marketing Success in Sport Organizations



METHODOLOGY

You will benefit from the latest technology-enabled education and an interactive methodology that combines live web conferences led by top football industry professionals with an integral online platform through which the contents of the program are delivered.

FACULTY

The program brings together international industry executives from the top sports clubs, governing bodies and corporations across the world to provide candidates with the most relevant and up-todate information from the football industry through online guest speaker sessions.  

 

This course is led by Stephen Bourke, Sports Business Strategist and Digital Analyst. Stephen is an internationally experienced sports business specialist from Australia presently working in Qatar. He is a global executive board member of Sport and Entertainment Alliance In Technology (SEAT) Conference in the USA. Stephen’s passion for understanding the impact that the digital economy is having on sports business has led to him becoming the fi rst person to develop and deliver content online to inspire other sports professionals own transformation in our new digital-first reality.

 

The Sports Business Institute have provided training to executives from across the football industry at a global level including clubs, federations, and media outlets such as FIFA, Club Wembley, Liverpool FC, Manchester United, Manchester City FC, West Ham United, PSG, Inter Milan, Juventus, Galatasaray, the Mexican Football Federation among numerous other top sports properties.

REGISTRATION PROCEDURE

1. Visit http://www.sbibarcelona.com/events/managing-digital-transformation-in-sports

2. Click on the button "Secure your spot here"

3. Fill out online registration form on this page

4. Secure a spot in the program by paying a 50 Euro application fee. You must fill out the form on this page and click on the "Register" button.

5. Once the application fee has been paid a member of our team will contact you to confirm your registration. 

6. You must then complete the balance of your course tuition fee of 2,950 Euros* by bank transfer.



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The graduate program in Digital Futures responds to the increasingly important and sophisticated role of digital technology as a catalyst for change. Read more
The graduate program in Digital Futures responds to the increasingly important and sophisticated role of digital technology as a catalyst for change.

Digital Futures has an international student cohort and faculty. The program features collaborative overseas eGlobal courses with world-wide educational and industry partners. A global perspective is key to securing our graduates’ futures in the eclectic international creative digital industries, encompassing design, arts, creative services, entertainment, media and cultural industries. The Digital Futures program is offered in partnership with the Canadian Film Centre (CFC) Media Lab.

The Digital Futures student-centred learning approach applies to both research and practice. The curriculum ensures that you gain core digital knowledge and skills as you explore your specific areas of interest through electives, industry internships, residencies and independent study.

The program focuses on practice-based learning and prototyping, with an enterprise component and supporting thesis research. Industry partnerships help students to build a career runway in advance of graduating. You are encouraged to work with industry partners in internships which lead to mentorship for your thesis research.

WHO SHOULD APPLY?

You should have a background in design, technology, culture and/or enterprise as demonstrated by an undergraduate degree and relevant work experience. Our students are designers and artists, filmmakers, architects, journalists and media specialists, scientists, engineers and business people. This diversity drives peer learning and collaboration across disciplines in the program.

THE MASTER’S DEGREE IN DIGITAL FUTURES

The master's in Digital Futures is a two-year full-time program. In the program, you will develop practice-based and scholarly research in technologically advanced design, art and media through the following:

Critical thinking
Research and practice
Business and innovation studies
Computing and emerging digital methodologies

This is a full-time, 8-credit program comprising:

Foundational courses in computation, business creation, innovation and leadership
Core courses in digital methods, research, theory and practice
Intensive digital project and prototyping courses
Individual research and creation overseen by a principal advisor and supervisory committee
Summer internship and/or study abroad
Elective choices
Creative digital thesis project and supporting paper (MFA/MDes) or a written thesis and supporting creative project (MA)

Students declare their intention to pursue the Master of Design (MDes), Master of Fine Arts (MFA) or Master of Arts (MA) at the time of application. The outcomes of the chosen degree are distinctive. The MDes and MFA focus on practice-based research creation with a supporting thesis. The MA flips that focus, with an emphasis on a scholarly research thesis and a supporting creative project.

ELECTIVE CHOICES

New elective courses are continuously created in response to trends and emerging technologies. These cutting-edge courses cover theory and practice in design, art, media, technology and enterprise. Some examples include:

Body Centric Technologies
Dialogues in Feminism and Technology
Digital Games
Information Visualization
IP: Getting Value from Your Creativity
Web + Mobile System Design
Transmedia Storytelling
Ubiquitous Computing
Affect and Emotion in Practic
Making It Real
From Data to Perception
Special Topic: Family Camera at the ROM

WHERE MIGHT YOUR GRADUATE DEGREE IN THE DIGITAL FUTURES PROGRAM LEAD YOU?

As a Digital Futures graduate, you’ll be qualified to work in positions such as:

App, web, and games designers and developers
Digital project leaders
Cultural industry producers
Managers and coordinators between art and design departments and IT
Creators and developers of your own start-ups
Film, television and digital transmedia producers
Digital strategists and educators

Graduates of the Digital Futures program will be poised to play leadership roles in research and development in the media, arts, technology, entertainment and education sectors.

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Learn how to produce innovative and creative content for the web and digital multi-platforms for film, television and games. -Delivered in partnership with Sky. Read more
Learn how to produce innovative and creative content for the web and digital multi-platforms for film, television and games.

-Delivered in partnership with Sky.
-Learn how to generate ideas that grow audiences around films, television programmes and games online.
-Students work across original online and social video production, 360 Video and VR, digital products, apps and game development, multiplatform TV production and social media including creating great content for Facebook, Instagram, Snapchat and YouTube.
-Work on live briefs for content. This year the students have worked on VR brief for Sky, a awareness campaign for Comic Relief, an interactive factual video for BBC Taster, a digital arts brief for Tate Britain, an entertainment brief for Warner Brothers Television and a digital/physical storytelling product for a high profile kids publisher.
-Regular high level industry speakers.
-Work with students from other award-winning NFTS departments including TV Entertainment, Documentary and Games.
-Students will do placements at leading media companies like Sky, and work with top-flight industry mentors for their graduation projects.
-Attend NFTS masterclasses from world leading content makers who have included in the last 18 months directors Christopher Nolan, Danny Boyle and Steve McQueen
-We welcome EU/EEA Students. Course fees charged at UK rate.

COURSE OVERVIEW

Creative Producing for Digital Platforms Diploma teaches you the skills to build amazing experiences that audiences love, around films and television programmes online. We want to get you pitching ideas for game-changing formats that will be a hit on both TV and YouTube, creating content for new platforms from Snapchat to Facebook Live and inventing new ways to play and experience the world through VR, augmented reality and apps.

The film and television industry – along with the wider creative industries and the independent arts sector - needs people who understand what makes good digital content, how people behave online, and who have interactive, transmedia and digital production skills in order to maximise the potential of films, television programmes and creative content across new platforms. As audiences turn into users, players and creators, film and tv production and games companies need people who can maximise their presence online. This means you'll not only be involved in the production of content, you'll also be designing new forms of media, and understanding how those forms fit their market and find their audience.

Students will be taught by leading industry tutors responsible for some of the UK’s most cutting edge channels including BBC Three, All4, Nowness and Vice; and multi-platform projects like Got to Dance, The Voice, X Factor, Humans, Utopia, Misfits, Big Brother and Embarrassing Bodies.

The course advisory board includes:
-Matt Locke - Storythings
-Rosie Allimonos - YouTube
-Martin Trickey - Head of Group Digital, Warner Bros TV Production
-Jody Smith – Head of Digital, youngest media
-Justin Gayner- Channel Flip
-Kat Hebden – Fremantle
-Jon Aird – Comic Relief
-Will Saunders - BBC Creative Director, Digital

The course will be full-time over twelve months (starting in January each year) and will be delivered at the NFTS in its historic studios with regular visits to London-based production companies, and some aspects of the curriculum delivered at Sky Studios. Students will create standalone digital projects and may also work alongside students from Documentary, Comedy, Animation, Producing and Television Entertainment to create digital content for more ‘traditional’ linear programmes.

Specifically you will learn about:
-Harnessing digital technologies to support Film and Television
-The industry and market for digital content
-Creative problem solving, developing and pitching ideas
-Audience behaviour across genres and technologies
-Social Media – content, sharing, visibility and discoverability
-Lightweight video production for online
-Making projects better through rapid prototyping and wireframes
-User Experience: human interaction, research, design and user testing
-Project Management and end-to-end digital project workflow
-Understanding Data and Metrics

Students graduate able to:
-Develop ideas and pitch projects to industry professionals
-Build and manage cross platform teams
-Produce and lead multi-platform production projects
-Understand how audience behaviour will make or break a project
-Embrace the fast changes that digital innovation causes in production
-Exploit the opportunities presented by digital media

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The MDM is Canada's first professional graduate program in digital media focusing on the creation of digital media solutions for real world problems. Read more

Master of Digital Media Program in Vancouver

The MDM is Canada's first professional graduate program in digital media focusing on the creation of digital media solutions for real world problems. Students come from a variety of backgrounds including filmmaking, engineering, game design, business analysis, architecture, software engineers, artists, primatology, biology, and advertising to name a few.

Housed at the Centre for Digital Media in Vancouver BC, this intensive 12-month program engages students through coursework and projects to develop essential communication, collaboration & leadership skills. The unique curriculum meets the needs of the new and expanding digital media markets across all business verticals including but not limited to healthcare, education, business and the entertainment industry.

Guided by top-level faculty and industry mentors, students work closely with clients and peers on team-based, industry supported digital media projects.This experience allows graduates the know-how and confidence to work at the highest level across all sectors as creators, producers, innovators or entrepreneurs.

Graduates gain the skills and knowledge that help them to:

Collaborate and communicate effectively in multidisciplinary teams.
Create comprehensive business strategies and manage development projects.
Design and deliver innovative, high-grade products to clients on time and on budget.

The program also helps develop six core competencies valued in the digital media industry:

Self-Awareness
Articulation
Design process
Time management
Information literacy
Teamwork

Scholarship Opportunities

The Master of Digital Media program has a strong scholarship support. In the September 2014 intake, +58% of students received scholarships or other funding assistance.

Where Alumni Work

Students graduate from the MDM program with the skills to work in the top jobs in the digital media industry as creators, producers, designers, managers, art directors and entrepreneurs.

What is Digital Media

Digital Media blends many media forms and requires working in multi-skilled teams. The MDM program teaches people from different backgrounds and with different skill sets to understand each other, work together and execute a digital media project with a cohesive vision.

Master of Digital Media students come from all over the world and from all professional and educational backgrounds, such as engineering, fine arts, design, architecture, film, history and business.

Alumni

"My two years at the MDM have shaped me in more ways than ever imagined. It gave me a reason to step outside my creative comfort zone and surround myself with new ideas, technologies and most importantly with a group of wonderful and immensely talented people."
Karin Schmidlin, Manager Virtual Incubation Program, CONRAD Business Centre, University of Waterloo

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The Master of Digital Media program (MDM) is an internationally recognized, research informed, and industry relevant professional graduate program that engages students in the development of digital media products. Read more
The Master of Digital Media program (MDM) is an internationally recognized, research informed, and industry relevant professional graduate program that engages students in the development of digital media products.

The MDM is Canada’s first professional graduate program in digital media focusing on the creation of digital media solutions for real world problems. Students come from a variety of backgrounds including filmmaking, engineering, game design, business analysis, architecture, software engineers, artists, primatology, biology, and advertising to name a few.

Housed at the Centre for Digital Media in Vancouver BC, this intensive 12 month program engages students through coursework and projects to develop essential communication, collaboration & leadership skills. The unique curriculum meets the needs of the new and expanding digital media markets across all business verticals including but not limited to healthcare, education, business and the entertainment industry.

Guided by top-level faculty and industry mentors, students work closely with clients and peers on team-based, industry supported digital media projects. This experience allows graduates the know-how and confidence to work at the highest level across all sectors as creators, producers, innovators or entrepreneurs.

Graduates gain the skills and knowledge that help them to:
- Collaborate and communicate effectively in multidisciplinary teams.
- Create comprehensive business strategies and manage development projects.
- Design and deliver innovative, high-grade products to clients on time and on budget.

The program also helps develop six core competencies valued in the digital media industry:
- Self-Awareness
- Articulation
- Design process
- Time management
- Information literacy
- Teamwork

WHAT IS DIGITAL MEDIA?

Digital Media blends many media forms and requires working in multi-skilled teams. The MDM program teaches people from different backgrounds and with different skill sets to understand each other, work together and execute a digital media project with a cohesive vision.

Quick Facts

- Degree: Master of Digital Media
- Specialization: Digital Media
- Subject: Information Technology
- Mode of delivery: On campus
- Program components: Coursework only
- Faculty: Faculty of Arts

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This is a unique programme developed specifically for the digital entertainment industry in partnership with the University of Bath. Read more

This is a unique programme developed specifically for the digital entertainment industry in partnership with the University of Bath. As a result of this partnership, the National Centre for Computer Animation at Bournemouth University and the Department of Computer Science at the University of Bath have created the Centre for Digital Entertainment (CDE).

The CDE's mission is to train the next generation of leaders in the computer animation, games and visual effects industries, with investment in tune to the value of £20 million from the Engineering and Physical Sciences Research Council (EPSRC) and our industry partners to achieve this goal.

If you join this programme, you will leave after four years with either anEngineering or Professional Doctorate, which will depend on whether you have a technical or artistic focus, as well as invaluable high-level industry experience.

The Doctor of Engineering Digital Media (EngD) is the most appropriate route for technical research.

The Doctor of Professional Practice Digital Media (DProf) is a suitable pathway for research more explicitly focused on creative or managerial areas.

We have taken an innovative approach with this doctoral programme, placing you directly into a company where you can work on real projects and help find solutions to the challenges the industry faces. Throughout your course, you'll be supported by quality training, which is drawn from a range of respected taught programmes at Bournemouth University and the University of Bath.

The aim is to provide you with the best of both worlds - invaluable industry experience and high-quality training to support your professional development.



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Do you want to develop and launch a creative business or new venture with the support of the UK's most successful media business leaders? Our unique MA gives you all the tools to create the media businesses of the future – in Publishing, Theatre, Games, Film, Television, Music and Digital Entertainment. Read more
Do you want to develop and launch a creative business or new venture with the support of the UK's most successful media business leaders? Our unique MA gives you all the tools to create the media businesses of the future – in Publishing, Theatre, Games, Film, Television, Music and Digital Entertainment. Taught by over 100 major players from across the industries, at one of the world’s best media schools, this is a one-of-a-kind opportunity.

-Unique in Europe, the course gives students both the professional and personal tools to build a business that spans the creative sector.
-Taught by over 100 major business leaders across: Television; Film; Theatre; Music; Publishing; Games; and Digital Entertainment, giving alumni the best ‘address book’ in the creative industries.
-Split between NFTS campus and London students will benefit from the state-of-the-art facilities at NFTS and London’s ‘global hub’.
-Students will have the opportunity to raise real seed funding for their 2nd year project.
-Supported by media investors Ingenious, law firm Lee & Thompson and accountancy firm Saffery Champness.
-Students graduate with a completed and investor-tested business plan.
-Access to NFTS Masterclasses led by major creative figures from film, television and games.

We welcome EU/EEA Students. Those accepted onto courses starting in 2018 will have their fees guaranteed at the UK rate for both years of the course. Postgraduate students can apply for a loan to help with their studies via the Student Loans Company Loans. A £ 10,000 loan is available to contribute to course and living costs. The Post Graduate Loan is only open to EU/EEA and UK Students who normally live in England. It is not currently available to Scottish, Welsh or Northern Ireland Students. Find out more here: https://nfts.co.uk/fees-funding/funding-guide

COURSE OVERVIEW

CBEE (Creative Business for Entrepreneurs and Execs*) is the cutting-edge multi-media MA business course for those who want to succeed as business builders and business leaders in the creative industries.

Targeted at the brightest and best young entrepreneurs and executives globally, the course is brought to you by the world’s No. 1 international film, television and games School at its campus in Beaconsfield and in central London.

“This course gives young entrepreneurs in the creative industries the compass to navigate their way across those domains, with practical knowledge and practical guidance. It’s about giving a new generation of ‘makers and doers’ the best possible chance to succeed and change their world. It’s about making smart young people confident they can do something new, and showing them ways to succeed. That’s why I think this course is such a terrific idea.”
Richard Branson, CBEE course champion

“I am delighted to support this course. Building business capacity in the cultural and creative industries is vital to future competitiveness. We need entrepreneurs, financiers and managers who truly understand the creative process as well as business and commerce. My belief is that this course will make a significant contribution to achieving these goals.”
Patrick McKenna, Chief Executive, Ingenious

CBEE benefits from the unique position that London now occupies in the creative industries worldwide. Long known as a centre of excellence, innovation and commerce in the worlds of Theatre, Publishing and Music, the last twenty years have seen the city consolidate its place as the second largest global production centre for Film and Television behind Los Angeles.

In the last ten years the city has also become the second largest hub for Online/Tech and Games innovation after Silicon Valley.

With such a wealth of activity, the city has attracted a unique concentration of creative, executive and business talent across all seven domains, supported by its long-established place as a global financial hub. It hosts the European corporate HQ’s for every leading media brand from Google, YouTube, and Warners, to Penguin Random House and Sony. Yet is also home to some of the most dynamic independent players in each field, from Beggars Banquet in music to Working Title in film.

Students benefit directly from this pool of creative business talent, since course tutors are drawn directly from it. But students also benefit, as consumers, from the extraordinary vibrancy of the city’s cultural offering.

Where better in the world to train as an entrepreneur in the cultural industries?

CBEE for Entrepreneurs.
Over the course of the two years, participants looking to set up or build upon their own existing business will expect to:
-Learn the business and creative dynamics of each of the seven domains.
-Gain all the personal and professional tools needed to set up and run their own business.
-Leave with a fully worked-through business proposal or plan that has been taken to investors, partners and has been mentored by a dynamic business leader in the field.

CBEE for Executives.
Over the course of the two years, Participants already working within a business can expect to take back:
-A 360-degree view of the creative business sectors adjacent to their own existing specialisation.
-Management, legal, accountancy and planning skills that are key to the development of any business and of their own careers.
-A fully worked-through proposal for a new venture, a new division, or a new solution to an existing project or business plan proposal in need of development.

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By studying this MA in Media and Communication you will develop an advanced knowledge and understanding of different forms of communication in their social, political and cultural contexts, focusing either on the relationship between the media and politics in contemporary societies or, on digital culture and communication. Read more
By studying this MA in Media and Communication you will develop an advanced knowledge and understanding of different forms of communication in their social, political and cultural contexts, focusing either on the relationship between the media and politics in contemporary societies or, on digital culture and communication.

The Digital Culture and Communication pathway offers an excellent opportunity for you to engage with contemporary issues and debates on culture, media and society in the digital age. The pathway critically examines the relationship between media, technology and everyday life and it encourages students to analytically reflect on their own digital cultures, identities and everyday practices.

The pathway is built around core modules which focus on the theories and debates surrounding:

the role and impact of cultures of communication and media in the digital age
technologies that are in the contemporary public eye, such as the Internet, social media, “Big Data”, mobile devices etc.
research methods used in media and communication research.
You will develop skills that directly enhance employability, including applying critical reviewing skills, giving presentations, plus data management, problem-solving, team-working and research design and implementation.

You'll able to pursue your own specific research/study interest in political communication via a 12,000-15,000 word dissertation and by choosing two further modules from a range of other M-level modules provided by the department or wider school.

Key Facts

We can offer you:-
- Excellent library facilities
- Opportunities for interdisciplinary inputs
- High quality research methods training
- A regular programme of communication and media seminars open to everyone

Why Communication and Media?

Close knit-community

Communication and Media is a close-knit community of dedicated, innovative teachers and researchers that extend a warm welcome to postgraduate taught and research students. You can benefit from a personalised approach which treats you as an individual and encourages you to become involved in the life of the department. Our approach enables a productive dialogue to be created between and amongst our postgraduate community and our staff, so that we are all engaged in the pursuit of excellent scholarship and research and, more broadly, making a contribution to the development of our field.

Active Research

Key areas of research strength include: communication, politics and power; media theory; political and independent cinema; gender and identity in media; media, ethics and human rights; media and war; new media and digital communication; media discourse; global entertainment and media industries; media, space and place; media and heritage; sociolinguistics, communication and language; and media and cultural identity.

This broad range of research expertise underpins the two pathways we offer – ‘Media and Politics’ and ‘Digital Culture and Communication’. We also run two regular research seminar series – the Liverpool Film Seminar and the Media and Politics Seminar Series – which postgraduate students are encouraged to participate in.

The department's actively contributing to the development of our field through research, key subject associations, conference organisation and speaking engagements, and editorial board membership of significant journals. Our activities include internationally recognised research, linking political science and communication studies primarily through crossover interests in public and digital communication within the British, European and International political and cultural contexts.

Liverpool

Immerse yourself in a city known as a political and creative force. What better place to immerse yourself in the subject than Liverpool, a city with a reputation as a political and creative force, with a thriving production sector and a unique cultural heritage? The Department has close links to cultural industries and venues in the city, some of which collaborate with us in offering assessed work placements as part of our programme of study.

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The MA Music Industry Entrepreneurship combines traditional business practice with specialised tools, techniques, approaches and case studies unique to the music and entertainment industries. Read more
The MA Music Industry Entrepreneurship combines traditional business practice with specialised tools, techniques, approaches and case studies unique to the music and entertainment industries.

Modules in Creative Music Management, Economics, Lean Business Planning, Marketing, Legal and Business Affairs, Live Event Management and New Media Technology combine generic industry practice with a specialised focus on the music and entertainment industries.

The programme is designed to prepare students for a future as label owners, publishers, managers, promoters, new technology pioneers and creative business specialists and is jointly delivered by UWTSD and Tileyard Studios. Tileyard Studios is the largest professional music community in Europe featuring 82 recording studios and 110 entertainment businesses, based in King’s Cross, London.‌‌‌

Course Overview

The MA Music Industry Entrepreneurship is delivered on the UWTSD London campus and at Tileyard Studios, King’s Cross, London. Tileyard Studios is the largest professional music community in Europe featuring 82 recording studios, 110 entertainment businesses and the new Tileyard Education Centre.

The programme is designed to prepare students for a future as label owners, publishers, managers, promoters, new technology pioneers and creative business specialists. In addition to the UWTSD London Campus facilities and resources, Tileyard Studios provides students with direct access to more than 1000 creative industry entrepreneurs, while developing cutting edge thinking and insight into the management and growth of independent record labels, music publishing, artist management, promotion, marketing and new technology entrepreneurship.

The course provides a critical understanding of music and entertainment management and organisations in a global context both on and offline. The core of the programme focuses on digital and independent entrepreneurial skillsets and practice as well as more traditional business methods within the context of the new mixed media economy. The course consist of six taught modules in Part I and an industry-related major business project in Part II.

Alongside specialised modules in Creative Music Management, Marketing, Live Event Management and New Media Technology, MA Music Industry Entrepreneurship students will develop a major business plan project for presentation to a panel of seed and incubation investors and business angels, curated by Tileyard Studios, seeking to invest in new creative business opportunities and IP.

Students will have access to the new Tileyard Education Centre featuring a professional recording studio, audio-visual tech lab and writing production rooms where they can collaborate with other creative MA students such as Commercial Songwriting and Production.

This industry-centric course also includes regular, large-scale industry networking events, held at Tileyard Studios in partnership with Notting Hill Music and sponsors, an unrivalled masterclass series, a one-to-one electronic mentoring program, work-based learning projects and access to the annual calendar of industry-centric events held on site at Tileyard Studios.

Modules

-Creative Music Management
-Economics, Planning and Finance
-Legal and Business Affairs
-Entertainment Marketing
-New Technology in Music and Creative Entertainment
-Live Music and Event Management
-Creative Business Project

Key Features

-Industry-led, academically robust programme
-Direct involvement and access to industry networks
-One-to-one contact mentoring and supervision
-Co-learning opportunities with other students and creative practitioners to support discussion, sharing of ideas, innovation and practice
-Access to academic and professional facilities and resources

Assessment

The course assessment consist of a range of coursework including portfolios, essay, reports and presentations.

Career Opportunities

Graduates of the MA Music Industry Entrepreneurship can expect to find employment with or set up in business as:
-An independent (or major) record label
-A music publisher
-An artist / composer / songwriter producer manager
-A live agent or agency
-A live music or entertainment promoter
-A live events venue, company, promoter or music / cultural festival organiser
-A creative designer for music and entertainment
-A music marketing consultant or agency
-A music PR consultant or agency
-A new media creative entertainment business, platform, application or online community
-An independent or national TV broadcaster
-An independent or studio film production company
-A games development company
-A music synchronization business
-A creative songwriter / producer / artist brand / entrepreneur
-A lifestyle, entertainment or youth focused brand or agency
-A music and entertainment education practitioner or business
-A music legal, licensing and/or music accounting business
-A music product and merchandise creator, licensor or platform

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Within the rapidly globalising environment of intellectual property and digital commerce, this programme provides you with a unique opportunity to specialise in this increasingly important area of law. Read more

Within the rapidly globalising environment of intellectual property and digital commerce, this programme provides you with a unique opportunity to specialise in this increasingly important area of law.

Why this programme

  • You will develop a critical understanding of a wide range of issues concerning the legal regulation of intellectual property and the digital economy.
  • You will benefit from access to and engagement with the Law School’s newly established £8M Research Centre for Copyright and New Business Models in the Creative Economy: CREATe.
  • CREATe is a pioneering academic initiative – led by the Law School at the University of Glasgow – designed to help the UK cultural and creative industries thrive and become innovation leaders within the global digital economy. 
  • You will have the opportunity to apply for a summer internship at firms that specialise in intellectual property matters. At present, our strategic partners include: (i) Burness Paull & Williamsons, a top tier Scottish commercial law firm with extensive expertise in IP, IT and Information Law; and (ii) Cloch Solicitors, a boutique Scottish IP law firm.
  • You will benefit from our excellent facilities including the dedicated School of Law library; our main University library also contains our extensive collection of legal materials and official publications and is a European Documentation Centre.

Programme structure

You are required to take at least three courses from the following list (plus one other) and to submit a dissertation as falling within the area. Courses are delivered through a blend of lectures and seminar style teaching.

Courses

  • Contemporary issues in intellectual property
  • Copyright in the digital environment
  • CopyrightX: Glasgow
  • Design and patent law
  • European Union trade law
  • E-Commerce, rights management, and information
  • Intellectual property and the market
  • International and comparative intellectual property law
  • International and comparative moral rights
  • International competition law
  • Trade marks and brands.

Career prospects

The programme provides high-level training at the intersection of law and technology - an area of crucial importance to legal professionals everywhere. The emphasis on research will help you to develop excellent analytical and writing skills highly sought after by potential employers. Internship opportunities with leading global and local firms support the development of further skills. Career paths include roles in law firms, entertainment and media companies, international organisations, government and non-governmental organisations.



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Programme description. This innovative programme offers the best of studio-based design learning in an online context. You will work together, and with colleagues located on campus in Edinburgh, to realise imaginative design outcomes and acquire wide skills in digital visual and audio techniques. Read more

Programme description

This innovative programme offers the best of studio-based design learning in an online context.

You will work together, and with colleagues located on campus in Edinburgh, to realise imaginative design outcomes and acquire wide skills in digital visual and audio techniques.

You will investigate practice contexts for application across the arts, entertainment, performance and industry. You will also probe the social, cultural and commercial implications of such developments.

The programme addresses the needs of practitioners, managers, decision-makers and educators who want to be informed by first-hand knowledge of the technical possibilities of digital technology and an awareness of social, cultural and business contexts.

Online learning

Teaching is through a combination of streamed/podcasted lectures, online seminars/tutorials and virtual studio activities.

Programme structure

Projects bring out original thinking and independent achievement within a framework of independent study, virtual team-working and creative ability. You will also engage closely online with colleagues following our highly successful programmes in Design & Digital Media and Sound Design.

Career opportunities

The prospects for employment are diverse. Recent graduates from the closely allied on-campus programme in Design and Digital Media are now working in multimedia and web design for architectural and urban design practices, advertising, computer system design and management, and tertiary level teaching. The programme is also ideal if you are considering continuing on to advanced research at a doctoral level.



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Entertainment is a large part of life globally in many forms such as music, film, media, sports and the arts. It is a combination of society, popular culture and commerce, and the interaction of these with law produces an exciting contemporary commercial subject with eclectic outcomes. Read more
Entertainment is a large part of life globally in many forms such as music, film, media, sports and the arts. It is a combination of society, popular culture and commerce, and the interaction of these with law produces an exciting contemporary commercial subject with eclectic outcomes. It is an area deeply affected by technological progress as well as business adaptation. This course combines academic analysis and commercial practice elements of entertainment law in an international perspective. The diverse nature of entertainment law will enable you to follow a number of relevant specialisms, all of which are underpinned by issues of contract and intellectual property.

The course will suit graduates from a law background, or those from a non-law background who have significant relevant experience. There have been many successful international graduates on the course from all over the world. It will give you the opportunity to explore new ideas, thoughts and academic experiences within a supportive environment.

Course content

The course aims to develop your understanding of how key fields within the entertainment industries operate, to assess the impact of the law upon them, and give you the practical skills necessary to succeed in a career in entertainment and media law.

Modules

The following modules are indicative of what you will study on this course.

Core modules
-INTELLECTUAL PROPERTY IN THE ENTERTAINMENT BUSINESS
-POSTGRADUATE DISSERTATION IN LAW
-RESEARCH THEORY AND PRACTICE
-THE REGULATION OF RELATIONSHIPS IN THE ENTERTAINMENT BUSINESS

Option modules
-MERCHANDISING IN THE ENTERTAINMENT BUSINESS
-LAW AND MEDIA: CONTENT AND CONTROL
-LAW OF DIGITAL ENTERTAINMENT AND SOCIAL MEDIA

Associated careers

As an entertainment law graduate you will be able to develop a career in a whole range of professions within the entertainment industry. Perhaps the most popular of these are roles in sports, music, and media and communications law. The subject gives a modern edge to traditional law subjects and is well respected by employers.

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The Contemporary Arts Practice MA course will simultaneously support and encourage you to develop your own practice in relation to your respective discipline and also in relation to a broader contemporary discourse. Read more
The Contemporary Arts Practice MA course will simultaneously support and encourage you to develop your own practice in relation to your respective discipline and also in relation to a broader contemporary discourse.

Once you have progressed from certificate level to diploma level, you will be encouraged to align yourself with one of the pathways depending on your own particular interests. Pathways you can follow include Fine Art, Media Arts and Digital Arts.

WHAT WILL I LEARN?

The very nature of the discourse surrounding Contemporary Arts Practice means that an approach will not generally be described in terms of discipline specific traits and it is more likely that contextual underpinning and technical resourcing will probably inform choice in this area.

The course will comprise of route specific modules and modules which are shared with the other courses from the ‘linked array’. The course will culminate in a module entitled MA Major Project, and this will include the production of a body of work for public display and a supporting text based component.

Throughout the course, you will engage in dialogue with your peers irrespective of your own preferred discipline. You may collaborate where appropriate through live art, phonic art and new media or may choose to engage with painting, drawing, printmaking, sculpture, moving image, lens-based art, photography, digital video or expanded cinema.

You will be supported by academic staff whose research profile directly influences their teaching.

HOW WILL THIS COURSE ENHANCE MY CAREER PROSPECTS?

Depending on your pathway choice you can expect to by the end of your studies to be equipped for professions such as exhibiting artists, curatorial practice, arts consultancy, education, digital entertainment and new media industries.

Employment opportunities exist in the cultural industries. You will also be better placed to pursue a career as a practising professional artist.

GLOBAL LEADERS PROGRAMME

To prepare students for the challenges of the global employment market and to strengthen and develop their broader personal and professional skills Coventry University has developed a unique Global Leaders Programme.

The objectives of the programme, in which postgraduate and eligible undergraduate students can participate, is to provide practical career workshops and enable participants to experience different business cultures.

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“It is great that the NFTS is launching this new course which will teach the fundamentals of marketing and distribution in our business looking at the thinking and real practise that goes into getting a film, DVD, book or game to its public. Read more
“It is great that the NFTS is launching this new course which will teach the fundamentals of marketing and distribution in our business looking at the thinking and real practise that goes into getting a film, DVD, book or game to its public. I fully endorse the ambition of this course.” - Harvey Weinstein, Producer (The Hateful Eight, The Kings Speech, Gangs of New York, Pulp Fiction)

The Marketing, Distribution, Sales and Exhibition MA is a unique, two-year course that gives participants all the tools to pre-sell, market, distribute, retail and exhibit films, television shows and games in the digital age.

-A unique course, giving participants an unparalleled knowledge of marketing, distribution and retail
-Exclusive scholarship available from our course partners, the UK Cinema Association.
-Gain an in-depth understanding of how new and innovative media are used alongside traditional methods.
-Become an innovator and expert in this field.
-Increase employability.
-Two four week placements at major media firms.
-Take part in seminars lead by prestigious companies.
-Attend one key market in each sector – the Berlin Film Festival in MIPCOM and EGX.
-Access to NFTS's Masterclasses led by major creative figures from film, television and games.

We welcome EU/EEA Students. Those accepted onto courses starting in 2018 will have their fees guaranteed at the UK rate for both years of the course. Postgraduate students can apply for a loan to help with their studies via the Student Loans Company Loans. A £ 10,000 loan is available to contribute to course and living costs. The Post Graduate Loan is only open to EU/EEA and UK Students who normally live in England. It is not currently available to Scottish, Welsh or Northern Ireland Students. Find out more here: https://nfts.co.uk/our-courses/masters/marketing-distribution-sales-exhibition

COURSE OVERVIEW

Duncan Clark, President of Distribution for Universal Pictures International and global branding expert, renowned for worldwide success in motion picture distribution and marketing, is a supporter of the new MA: “I would thoroughly recommend this MA course to anyone interested in building a career in marketing and distribution within the film and wider creative industries. The industry is crying out for new talent and the NFTS is renowned for producing graduates with practical experience who can hit the ground running as soon as they leave.”

The digital age has revolutionised the way that audiences and consumers interact with and consume content. Film, TV, music, books and computer games are now bought and sold over a dizzying array of platforms, from traditional cinematic exhibition to premium-priced SVOD pre-releases of movies in your living room, and from boxed computer discs from retailers to free-to-play app games on your mobile phone.

This course will take participants through the process of taking a piece of content (a game, TV show or a feature film) to its market – examining how the sales, marketing, distribution and retail (or exhibition) side of each industry works from “nose to tail”. The course will also look at the emergence of new and innovative forms of media that merge traditional media with digital markets (including Youtubers, branded content among others) and the commercial side of each. By the end of the course students will be expected to have an unrivalled overview of the three key sectors and be able to move between them with ease, making them both very employable executives and marketers who can utilise multi-disciplinary skills to innovate in their chosen sector.

At the heart of the course are two four-week work placements at major media firms, alongside professionally led seminars from some of the world’s most prestigious companies.

Over the course of the two years, students will learn:

-Key branding and marketing concepts within the creative sectors.
-Sector-specific commercial and creative trends, national and international marketplace analysis
-The full distribution value chain of each of the industries – film, television, digital entertainment and computer games
-How sales, distribution and marketing coalesce to help raise finance and complete projects
-The retail ecology and process of each sector
-The legal processes underpinning rights management and the exploitation of content
-Press, PR and opinion formers within each sector, and structured within a broader context
-Social media strategy
-SEOs and digital revenues
-This course begins in January each year.

* Subject to Validation

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