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Masters Degrees (Entertainment Industry)

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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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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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Develop your academic knowledge and awareness of issues in media and entertainment law, and increase your understanding of the legal dimension to activities taking place in the media and entertainment fields and the extent to which they might give rise to legal issues. Read more
Develop your academic knowledge and awareness of issues in media and entertainment law, and increase your understanding of the legal dimension to activities taking place in the media and entertainment fields and the extent to which they might give rise to legal issues. This distance learning programme is taught in partnership with Informa and was created in response to the growing demand for legal education in the media sector and specifically the areas of media and entertainment contracts, sports law, intellectual property rights, and advertising law and data protection.

More about this course

This internationally recognised qualification has been developed for those who wish to acquire expertise in media and entertainment law. This is a rapidly growing area of law including intellectual property, contracts, and defamation as these relate to media, including social media, and to areas such as advertising, music and sports law.

Taught in partnership with Informa via their online learning platform, this distance learning course has been designed specifically for those working in, or wishing to enter the media and entertainment fields; or for those with, or without legal backgrounds who wish to broaden their expertise and to understand better the legal issues arising in these areas. It therefore welcomes applicants from both legal and non-legal backgrounds who have the potential to benefit from the programme and includes an introductory module to English law designed to assist those with no prior legal training.

Due to current and varied issues ranging from the way print media is regulated, to the ever increasing problems now facing companies over the misuse of social media, this course aims to bring a structure to the way the media and entertainment world is constantly trying to coexist with the law. The law can be deemed to play catch up with society and one reason for this is due to the expansion of technological developments within the industry; examples of this can be seen with issues such as cybercrime and WikiLeaks which this course will be investigating. The course is designed to merge commercial practical components and the theoretical understanding of the way these two industries work.

The purpose of the course is to enable you to:
-Develop an in-depth and practical understanding of media and entertainment law
-Understand the principles and practice of media and entertainment law and the changing commercial contexts in which these operate
-Analyse issues in media and entertainment from a legal perspective
-Apply relevant law to help resolve issues that arise in media and entertainment practice
-Utilise mediation and other alternative dispute resolution methods to help secure settlements

As well as deepening your understanding of the law our focus throughout the programme is on the practical application of the law. The programme benefits from tutors with strong relevant backgrounds in the academic world and in legal practice with a number practising as barristers or solicitors.

The assessment includes a reaserch project and a dissertation alongside other projects.

For more information on the PGDip portion of this course, please view this web-page: http://www.londonmet.ac.uk/courses/postgraduate/media-and-entertainment-law---pg-dip/

Modular structure

The LLM ‘Topup’ by distance learning involves taking one research based module and completing a 15,000 word dissertation.

After the course

Successful completion of this course will highlight your legal skills in the specific context of media, entertainment and sports. The LLM will enable you to gain a professional advantage in media/entertainment industries, where legal skills are becoming more and more vital.

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Would you like to direct a rock band in our new multi-camera 4K TV studio? Would you like to create hit formats like Big Brother, Strictly-Come Dancing, The Apprentice and Gogglebox? Then the Directing & Producing Television Entertainment MA course is for you. Read more
Would you like to direct a rock band in our new multi-camera 4K TV studio? Would you like to create hit formats like Big Brother, Strictly-Come Dancing, The Apprentice and Gogglebox? Then the Directing & Producing Television Entertainment MA course is for you.

The Directing & Producing Television Entertainment course is the only one of its kind in the world. It is recognised for its high standards and its ability to fast-track students into the Television Entertainment Industry.

In recent years’ students have sold entertainment formats to Warner Brothers Television and ITV and student graduation shows have won prestigious awards from the New York Television Festival and the Royal Television Society.

• The only Television MA course of its kind in the world
• Direct & Produce entertainment programmes in our professional 4K TV studio
• Be taught by industry professionals
• Unlike other schools all production costs are met by the school
• Work placements with the BBC, ITV and leading entertainment production companies like Hat Trick, (Have I Got News for You), Studio Lambert (Gogglebox) and Love Productions (The Great British Bake Off)
• Take a fast track into the Entertainment Industry

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.

CURRICULUM

Our intensely practical and pioneering Television MA course aims to train the entertainment directors and producers of tomorrow. Students are taught by NFTS staff and visiting Industry professionals.

Other crucial areas covered include how to pitch original programme ideas to broadcasters and how to set up an independent production company. Students also undertake a two-day long module on business and legal affairs supervised by top Industry lawyers Lee & Thompson.

Placements with leading production companies like Hat Trick, Studio Lambert and Maverick or broadcasters like the BBC and ITV are an integral part of the course.

By the time students graduate they have the craft, skill and confidence to direct and produce both in the studio and on location. They also have a thorough understanding of the television production process encompassing everything from the creative to the technical and the business aspects.

Unlike other schools, all production costs are met by the School. In addition, student teams are given a cash Production Budget. NFTS students are engaged in more productions as part of the curriculum than any of our competitors.

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COURSE OVERVIEW. *Subject to Validation. ● Work in partnership with students from other performing arts disciplines. ● Build your confidence and technical and critical skills. Read more

COURSE OVERVIEW

*Subject to Validation

● Work in partnership with students from other performing arts disciplines

● Build your confidence and technical and critical skills

● Option to complete an internship relevant to your specialism

Dance at Winchester focuses on the academic study of dance, preparing you for a career in teaching, lecturing, research, choreography, dance dramaturgy or dance facilitation. It is also suitable if you are a professional interested in honing your analytical and critical skills, out of a passion for the subject or in order to change career direction. The programme provides you with a firm grounding in the critical theories and dramaturgical structures of musical theatre that are necessary for analysing, critiquing, choreographing or facilitating dance practice. You are encouraged to engage with academic literature, case studies and each other by reflecting on your own experiences.

The suite of Masters programmes in the Department of Performing Arts draws together students on courses in Theatre Studies, Musical Theatre and Dance. You work together on modules in Critical Theories and Dramaturgy (Analysis and Composition) and in the optional intensive practical module, benefiting from interdisciplinary interactions, debates and discussions. Over the duration of the course, you develop skills in independent and critical learning, building your confidence and expertise progressively through independent and collaborative research, problem solving, and analysis, with the support of staff.

You specialise through your choice of optional module and through supervision of Research Preparation and Dissertation modules. Optional modules include Theatre Stories, Cultural Entrepreneurship, Performance Now, and Dance Facilitation. The programme can be taken entirely by distance/blended learning, but Intensive Practice, Extending the Voice, and Physical Skills 3 are only available on campus and may be subject to audition.

Careers

The course prepares you for a range of careers, including research, teaching in schools or at further and higher education levels, the entertainment industry, the performance sector and production-related work, and outreach and facilitatory roles in community and social care settings.

Intended employment route for graduates include:

• Research or archival based careers

• Teaching in schools, and at FE and HE levels

• Entertainment industry – criticism, dance dramaturgy etc.

• Performance sector and production related – dance, production support

• Community and social care settings - outreach and facilitatory roles

*'Validation' is the process by which the University approves a new programme to ensure that it provides a distinct, high-quality academic experience for students, that enables them to acquire the necessary academic knowledge, understanding, general and subject-specific skills required to pursue a graduate level career. In the unlikely event that a programme is not validated then we will do our best to find you an alternative programme within the University.

ABOUT THIS COURSE

Suitable for applicants from:

UK, EU, World

Learning and teaching

Start Dates: September 

Teaching takes place: Daytime

Distance learning available

The University aims to shape 'confident learners' by enabling students to develop the skills to excel in their studies here and be transferable to further studies or the employment market. Staff and students form a community of learners who, together and independently, seek to generate and exchange knowledge. Over the duration of the course, students develop independent and critical learning, building confidence and expertise progressively through independent and collaborative research, problem solving, and analysis with the support of staff. Students take responsibility for their own learning and are encouraged to make use of the wide range of available learning resources available.

In addition to the formally scheduled contact time (i.e. lectures, seminars etc), students are encouraged to access academic support from staff within the course team, personal tutors and the wide range of services to students within the University.

Location

Taught elements of the course take place on our King Alfred Campus or at West Downs, Winchester.

Assessment

Our validated courses may adopt a range of means of assessing your learning. An indicative, and not necessarily comprehensive, list of assessment types you might encounter includes essays, portfolios, supervised independent work, presentations, written exams, or practical performances.

We ensure all students have an equal opportunity to achieve module learning outcomes. As such, where appropriate and necessary, students with recognised disabilities may have alternative assignments set that continue to test how successfully they have met the module's learning outcomes.

Further details on assessment types can be found by attending an open evening or contacting our teaching staff.

Feedback

We are committed to providing timely and appropriate feedback to you on your academic progress and achievement in order to enable you to reflect on your progress and plan your academic and skills development effectively. You are also encouraged to seek additional feedback from your course tutors.

Further information

For more information about our regulations for this course, please see our Academic Regulations, Policies and Procedures section.



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COURSE OVERVIEW. Work in partnership with students from other performing arts disciplines. Build your confidence and technical and critical skills. Read more

COURSE OVERVIEW

  • Work in partnership with students from other performing arts disciplines
  • Build your confidence and technical and critical skills
  • Option to complete an internship relevant to your specialism

Musical Theatre at Winchester focuses on the academic study of musical theatre, preparing you for a career in teaching, lecturing, research, reviewing, writing or direction. It is also suitable if you are a professional interested in honing your analytical and critical skills, out of a passion for the subject or in order to change career direction. The programme provides you with a firm grounding in the critical theories and dramaturgical structures of musical theatre that are necessary for analysing, critiquing, directing and composing musical theatre texts. You are encouraged to engage with academic literature, case studies and each other by reflecting on your own experiences.

The suite of Masters programmes in the Department of Performing Arts draws together students on courses in Theatre Studies, Musical Theatre and Dance. You work together on modules in Critical Theories and Dramaturgies (Analysis and Composition) and in the optional intensive practical module, benefiting from interdisciplinary interactions, debates and discussions. Over the duration of the course, you develop skills in independent and critical learning, building your confidence and expertise progressively through independent and collaborative research, problem solving, and analysis with the support of staff.

You specialise through your choice of optional module and through supervision of Research Preparation and Dissertation modules. Optional modules include Theatre Stories, Cultural Entrepreneurship, Performance Now, and British Theatre 1945–2015. The programme can be taken entirely by distance/blended learning, but Intensive Practice, Extending the Voice, and Physical Skills 3 are only available on campus and may be subject to audition.

The course prepares you for a range of careers, including research, teaching in schools or at further and higher education levels, the entertainment industry, the performance sector and production-related work, and outreach and facilitatory roles in community and social care settings.

Careers

These courses provide a solid foundation for careers in the performance industry, such as choreography, direction and dramaturgy; the entertainment industry such as criticism, literary management, marketing and education roles; teaching; research or archival-based careers; and social care settings including community outreach and facilitator roles.

Subject to validation

*Subject to validation

'Validation' is the process by which the University approves a new programme to ensure that it provides a distinct, high-quality academic experience for students, that enables them to acquire the necessary academic knowledge, understanding, general and subject-specific skills required to pursue a graduate level career. In the unlikely event that a programme is not validated then we will do our best to find you an alternative programme within the University.

ABOUT THIS COURSE

Suitable for applicants from:

UK, EU, World



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The Arts and Entertainment Journalism program is a cross-disciplinary offering that gives you a solid grounding for this exciting field and includes a strong focus on reporting, criticism, social media, imaging and multi-platform design. Read more
The Arts and Entertainment Journalism program is a cross-disciplinary offering that gives you a solid grounding for this exciting field and includes a strong focus on reporting, criticism, social media, imaging and multi-platform design.

This two-semester Arts and Entertainment Journalism program is perfect for you if you have a passion for music, theatre, film, television, dance or culture. In your courses, you learn to write snappy, relevant and market-driven stories for multiple platforms as well as the social science aspect of pop culture in a Canadian and global context. You also learn to develop a critical voice and critical thinking essential to working in the industry.

To round out training, you gain an understanding of arts promotion and publicity, and complete a six-week industry field placement. Upon completion of the program, you will have a portfolio of writing samples produced in a variety of media including album, concert and theatre reviews, columns and profiles.

Career Opportunities

Program Highlights
-There is a strong focus on developing entrepreneurial skills along with personal branding to help you stand out in the industry.
-You have the ability to work with faculty drawn from all sectors of the industry and to participate in client-focused projects.
-The Story Arts Centre campus, where the program is based, offers access to publishing, radio and television broadcasting facilities along with a fully functioning newsroom.
-Hands-on, real-world experience is available through award-winning community media, including the East York Observer newspaper and the Toronto Observer news website and a variety of student generated online platforms.

Career Outlook
-Arts and Entertainment reporter
-Freelance writer
-Online journalist
-Photographer
-Publicist
-Online marketing professional

Areas of Employment
-Large and small newspapers
-Magazines
-Online publications
-Radio and television newsrooms
-Public relations agencies
-TV and film production companies

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Channel your creativity and join a multi-skilled team to develop the next generation of video games. On our arts-based MA, you’ll join the vibrant games and technology community based here in Cambridge that includes Guerrilla, ARM, Frontier Developments, Jagex and Ninja Theory. Read more
Channel your creativity and join a multi-skilled team to develop the next generation of video games. On our arts-based MA, you’ll join the vibrant games and technology community based here in Cambridge that includes Guerrilla, ARM, Frontier Developments, Jagex and Ninja Theory.

Your course will have a new home in Compass House, which will extend our campus along East Road. You’ll have the latest technology at your fingertips and be able to collaborate with other students on innovative projects to hone your skills.

See the website http://www.anglia.ac.uk/study/postgraduate/computer-games-development-art

If you have a degree in an art and design or computer games-related subject, our course will allow you to specialise in games art at Master's level.

Based in the inspiring environment of our new Compass House Games Centre, you’ll learn all about best practice in the games industry. We’ll encourage you to work in design production teams, tackling a series of creative and technical challenges with programmers and industry professionals. You'll develop your design skills and learn how to create and publish successful games across a range of platforms.

Cambridge accounts for nearly 20% of the UK computer games industry, so it's a great place to study as we enjoy excellent links with the major games developers in the area. What's more, our Computer Games Centre offers studio space to local indie developers, who'll share their knowledge and experience with you.

We're partners with the Global Science & Technology Forum, allowing our students access to cutting-edge research materials.

While you're studying, we'll encourage you to take on work placements and collaborate on live projects with the games industry. You’ll also have the chance to enter games events, such as Brains Eden, which Anglia Ruskin hosts every year.

This course runs in parallel with our MSc Computer Games Development (Computing), reflecting the multidisciplinary nature of games creation.

See the website http://www.anglia.ac.uk/study/postgraduate/computer-games-development-art

Careers

Our MA gives you the chance to specialise in the design and technical implementation of computer games, whether you already have a games-related degree, or you're a recent graduate of a non-games-related degree who's looking to move into this area. Our course is also suitable if you work in another creative industry and are looking to move into games design and creation.

The skills you'll learn on this course are relevant to other forms of games - including board games and educational games - allowing you to consider a number of career options.

Interactive computer games is a relatively new medium; as the industry grows, you’ll find more and more opportunities to use the computing and creative skills you'll hone while studying here.

Modules & assessment

Core modules:
Process and Practice as Research
Games Development 1
Games Development 2
Digital Arts - Experimental Practice
Master's Project: Art and Design

Assessment

You’ll show your progress through a combination of written and practical work, carried out individually and as part of a team.

What you'll study

Cambridge School of Art has been inspiring creativity since 1858 when it was opened by John Ruskin.

Engaging with current debates surrounding contemporary practice and with the state-of-the-art facilities, Cambridge School of Art houses light, bright studios, industry-standard film and photographic facilities, and 150-year-old printing presses alongside dedicated Apple Mac suites. Our digital art gallery, the Ruskin Gallery, exhibits both traditional shows and multimedia presentations, from national and international touring exhibitions and our own students.

We are the only university in Cambridge offering art and design courses at higher education level. A tight-knit community of artists, academics and over 900 students, we collaborate across our University, the creative industries, and other sectors. Cambridge is a centre for employment in the creative industries and there are rich opportunities for collaboration with the city’s entertainment, technological, scientific, arts and heritage industries.

Our graduates have a history of winning national and international awards and an excellent employment record. They include Pink Floyd's Syd Barrett and Dave Gilmour, Spitting Image creators Peter Fluck and Roger Law, and illustrator Ronald Searle, the creator of St Trinian's.

We’re part of the Faculty of Arts, Law and Social Sciences, a hub of creative and cultural innovation whose groundbreaking research has real social impact.

Facilities

Based at the new Compass House Computer Games Centre, a three-minute walk from our main Cambridge campus, you’ll have 24-hour access to a hub space with group work naturally forming a part of your studies.

The centre includes a start-up lab for small games companies, supported by Games Eden, the Cambridge Computer Games industry network. This will give you excellent opportunities to work in an entrepreneurial games environment.

All students on our Computer Games courses – undergraduate and postgraduate – have access to industry-standard PCs running Maya, 3DS Max, ZBrush, Mudbox, Motion Builder, After Effects, Unity 3D, and UDK. You’ll be able to use motion capture equipment, 3D monitors, VR equipment, graphics tablets, a render farm, HD cameras and digital SLRs (for HDRI capture).

Links with industry

Cambridge is home to nearly 20% of the UK’s computer games industry, including Sony’s Guerrilla Studios, ARM, Jagex, Ninja Theory, Frontier, Geomerics and a host of smaller indie developers. Our Computer Games Art department is a member of TIGA, the Business & University Games Syndicate, and a partner of the Global Science & Technology Forum, giving you access to cutting-edge research materials.

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The City MA in International Publishing equips our graduates to compete for future roles in this stimulating, global and evolving industry. Read more
The City MA in International Publishing equips our graduates to compete for future roles in this stimulating, global and evolving industry.

Who is it for?

This MA is designed for aspiring professionals who recognise that the global publishing industry is changing dramatically - and who wish to equip themselves with the knowledge and skills needed by the next generation of publishers. Your first degree might be from the Humanities, the Social Sciences or the Sciences; and you might be a recent graduate or someone with work experience either in publishing or in another field.

Objectives

Located in the heart of London, the global centre of this creative, dynamic industry, this MA explores how publishing is evolving in the face of digitisation.

The programme provides you with an applied understanding of how books, journals, magazines and interactive resources are conceived, developed and marketed, including the key role of authorship.

You will be encouraged to explore whether your interests lie in publishing for entertainment, education, research or information. Alongside research-led analytical assignments, you will develop a portfolio of achievements relating to the global industry which reflect the range of professional roles in contemporary publishing, including editorial, marketing, production, and both print and digital content development.

Placements

All Publishing MA students at City, University of London are strongly encouraged to apply for and complete placements, whether in London or other locations, subject to the approval of the Programme Director. Your Term 2 International Publishing Case Study project will reflect current industry practice, often developed in conjunction with an industry sponsor.

You will also be eligible to apply for the many placement opportunities that are shared with the programme, and supported to develop a practice-related Major Project that furthers your career goals.

Teaching and learning

The course content covers all types of publishing, from trade and specialist publications to novels and non-fiction, and provides a thorough grounding in the drivers of the commercial success for both print and digital products in local and global markets.

You will be taught both by research experts and publishing practitioners who share specialist expertise and up-to-date industry knowledge.

Your core modules aim to establish and develop your understanding of the contemporary industry in local and global markets, including the impact of digitisation. Your options in Term two allow you to develop more scholarly or applied interests, alongside the applied insights you gain in the compulsory International Publishing Case Studies module.

Modules

You will learn through lectures, project work, student-led projects and presentations, workshops, online learning and research, preparation of submitted work, site visits and discussions. Your final module is a substantial Major Project, which can include an approved industry project.

Visiting lecturers from the industry contribute to the programme throughout the teaching year, and in many cases directly support your project work.

A standard module consists of 20 timetabled hours in a combination of lectures, groupwork sessions and supervised project work. Each module also requires substantial study hours towards both individual and group assessments.

Core modules - all modules 15 credits unless stated otherwise.
-PBM001 Business and Marketing in Publishing
-PBM002 Creating and Managing Intellectual Property
-PBM003 Digitisation and Publishing
-PBM004 Publishing History and Culture
-PBM009 International Publishing Case Studies
-PBM008 Major Project (60 credits)

Elective modules
-PBM006 Developing Creative Content
-PBM007 Managing the Publishing Value Chain
-PBM011 Designing Interactive Media
-AMM421 Digital Cultures
-INM380 Libraries and Publishing in the Information Society

Career prospects

City’s International Publishing graduates develop careers in a variety of organisations, with the majority of each class achieving a publishing role within months of graduating. The roles of a recent class show the range of possible careers in global publishing, including:
-Trainee, Foreign Language Publishing Co, Shanghai
-Rights Assistant, Literary Agency
-Contracts Assistant and International Sales Representative, Academic Publishing
-Rights Assistant, Fiction, Paris
-Editorial Business Analyst, Condé Nast Japan
-Marketing Assistant, Academic Publishing
-Editor, Economics website
-Publicist, Hachette NZ
-Magazine Publishing, Beijing

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The M.Sc. Read more
The M.Sc. programme in Computer Science (Interactive Entertainment Technology) equips students with the theoretical and practical knowledge to enable them to participate in the design and development of the technology that underpins the fast moving video game market as well as providing transferable skills relevant for careers in the wider industries of interactive entertainment, communication and simulation. The course, which has been developed in co-operation with leading indigenous and international game industry companies, immerses students in a state of the art learning environment using the very latest tools and technologies, as used by professional game development companies.

The course is assessed based on a combination of assigned coursework, written examination, a group project and a research dissertation. The taught component will be composed of 30 ECTS of compulsory modules and 30 ECTS of elective modules. The compulsory components of the course are:

Numerical Methods and Advanced Mathematical Modelling
Software Engineering for Concurrent and Distributed Systems
Software Engineering Individual Project
Seminar Series
Interactive Entertainment Technology Group Project
Individual Research Dissertation

All students will select an additional 30 ECTS of elective modules from the following pool of topics:

Data Communications and Networks
Graphics and Console Hardware
Real-time Rendering
Artificial Intelligence
Autonomous Agents
Real-time Animation
Real-time Physics
Vision Systems
Augmented Reality

In addition, students will be expected to complete an individual research dissertation worth 30 ECTS.

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Starting in 2016, and currently under development, Royal Holloway will offer a new Masters in 'The Internet of Things' (IOT) with a Year in Industry. Read more
Starting in 2016, and currently under development, Royal Holloway will offer a new Masters in 'The Internet of Things' (IOT) with a Year in Industry.

The Internet of Things is a new and fast expanding area in Computer Science, technology and engineering: it concerns the systems of networked devices that are now sensing, transmitting and acting on data. A series of reports place the IoT as a new and transformative technology domain that will require millions of developers by 2020.

The course will educate and train you in the key areas required for operating the generation of networks of connected devices that are starting to proliferate (smart homes, smart cities, smart cars, and so on): data analysis, storage and processing; distrbuted and networked systems; and information security.

Facilities include a laboratory where you can experiment with physical devices that can be interconnected in a network, and a cluster facility for processing and analysing real data sets.

Please note this programme is subject to validation.

See the website https://www.royalholloway.ac.uk/computerscience/coursefinder/msctheinternetofthingsyearinindustry.aspx

Why choose this course?

The Masters in The Internet of Things at Royal Holloway will provide you with advanced knowledge and skills in three essential and critical areas:

- Data analytics is essential for getting value from the IOT. For example, in Formula One racing there are hundreds of sensors providing thousands of data points for analysis such as tyre pressure and fuel burn efficiency, which have to be collected in real-time for very quick analysis by race engineers onsite.

- Distributed computing and systems concern technical aspects such as algorithms for distributed coordination, time-synchronisation, scalable storage, virtualisation and cloud computing technologies, as well as methodological aspects such agent-based modelling and simulation.

- Cybersecurity is another essential aspect of the IOT. Recent news such as the safety recall issued by Fiat Chrysler of 1.4m vehicles in the US after tech magazine Wired reported that hackers had taken control of a Jeep Cherokee via its internet-connected entertainment system, are examples of how privacy, safety and security are major concerns for the IOT.

During your studies you will have 24/7-access to labs equipped with a state-of-the-art cloud computing testbed and a new generation of large-scale data processing platforms (such as Hadoop and MongoDB), which will give you the opportunity to gain hands-on experience working on real-life problems in areas as diverse as social network analytics, web data mining, and botnet detection.

Department research and industry highlights

Royal Holloway is recognised for its research excellence in Machine Learning, Information Security, and Global Ubiquitous Computing.

We work closely with companies such as Centrica (British Gas, Hive), Cognizant, Orange Labs (UK), the UK Cards Association, Transport for London and ITSO.

We host a Smart Card Centre and we are a GCHQ Academic Centre of Excellence in Cyber Security Research (ACE-CSR).

Assessment

Assessment is carried out by a variety of methods including coursework, practical projects and a dissertation. The placement is assessed as part of the Year-in-Industry degree.

Employability & career opportunities

Our graduates are highly employable and, in recent years, have entered many different Computer Science-related areas, including This taught masters course equips postgraduate students with the subject knowledge and expertise required to pursue a successful career, or provides a solid foundation for continued PhD studies.

How to apply

Applications for entry to all our full-time postgraduate degrees can be made online https://www.royalholloway.ac.uk/studyhere/postgraduate/applying/howtoapply.aspx .

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This is a technically oriented course for programmers interested in the technology of games. It is suitable for people seeking employment in programming roles within the games industry. Read more

This is a technically oriented course for programmers interested in the technology of games. It is suitable for people seeking employment in programming roles within the games industry.

The course focuses on the implementation of real-time 3D applications using the C++ programming language in order to develop your understanding of 3D rendering and shader programming techniques.

You also study low-level hardware architectures for optimisation, including the novel architectures of games consoles and how to exploit them. We teach you project management techniques, including the stages of game production and the structure and operation of the games industry.

This course benefits from strong industry links with companies like Sony Computer Entertainment and Sumo Digital and industry accreditation from Creative Skillset and PlayStation®First. The lecturers have many decades of commercial games industry experience between them and share a passion for developing the next generation of talent.

PlayStation®First

This course is part of the PlayStation®First Academic Partnership Programme offered by Sony Computer Entertainment Europe (SCEE) and has been awarded PlayStation®First status by fostering best practise in game related development skills across PlayStation® platforms. The programme provides unique access to PlayStation® professional development hardware (dev kits) and software (SDK) to equip students with industry relevant game development skills across PlayStation®4, PlayStation®3, PlayStation®Vita and PlayStation®Portable.

The Steel Minions

Sheffield Hallam University has its own commercially-licensed game studio which provides workplace simulation to students on the University's games degrees. It was the first university studio in the UK to release its own PlayStation® title and has a range of PlayStation, iOS and Android games in development.

Professional recognition

This course is accredited by Creative Skillset (the Creative Industries' Sector Skills Council) and TIGA (The Independent Game Developers Association).

Course structure

Postgraduate certificate modules

  • C++ boot camp
  • Graphics and animation
  • Hardware-oriented software engineering
  • Software studio planning

Postgraduate diploma modules

  • Special techniques for graphics and animation
  • Game development practice
  • Multi-processing and parallel technologies

MSc modules

  • Research methods
  • Individual project

Assessment

  • PgCert – continuous assessment
  • PgDip – continuous assessment involving a large group-based industrial project
  • MSc – 25% continuous assessment and 75% individual research project

Employability

Good games software graduates are in high demand, and our course has been developed to meet the needs of the booming entertainment software industry.

We actively support your collaboration with external companies on your practical software development projects. This gives you real experience while learning and could lead directly to you gaining a job with one of these companies.



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Want to focus on your animation and motion graphics skills that are in great demand within the film, television, computer games and new media industries?. Read more
Want to focus on your animation and motion graphics skills that are in great demand within the film, television, computer games and new media industries?

MA Animation at Northumbria is designed to meet the needs of the animation industry, enabling you to gain high-level technical skills while encouraging you to experiment and think creatively.

You’ll study topics including animation criticism and aesthetics, animation production methods and undertake a major project, producing an animated short film, or an equivalent piece of original work to act as a calling card for your future career.

Working in a studio-based environment with the latest technology and industry standard software, you’ll engage with live and research-led briefs, preparing you for roles in the creative industries.

As a graduate you will be able to demonstrate advanced skills in contemporary animation and digital media that are in great demand within the creative industries.

Learn From The Best

Your tutors have extensive professional experience and have worked as animators, designers and directors for film and television companies including Sky, STV, BBC and Sony Pictures Entertainment.

Their knowledge of industry practice is reflected in the real-life briefs that you’ll work on in a specialist studio environment.

Lectures from guest experts and visits to local and London studios also help to develop your understanding and experience of the animation profession.

Teaching And Assessment

You’ll learn through a mixture of lectures, seminars, tutorials and workshops that reflect professional animation industry practice. You’ll be encouraged to use the e-learning portal and blogs to document and communicate your research and design progress.

You’ll be assessed throughout the course, reflecting real-life practice in the design profession where work is informally critiqued in the studio environment by peers or formally by clients during presentations. Assessments may take the form of written and practical projects, for example, producing scripts and storyboards.

Your major project, which is usually an animated short film, or an equivalent piece of original work forms a key part of your assessment. These final pieces, which are of a professional standard, are presented during a final presentation and you will receive formative feedback from both staff and peers throughout their development.

Module Overview
MI7001 - Animation Production Methods (Core, 30 Credits)
MI7002 - Animation Research & Development (Core, 30 Credits)
MI7003 - Major Project (Core, 60 Credits)
MI7004 - Experimental Animation 1 (Core, 30 Credits)
MI7005 - Experimental Animation 2 (Core, 30 Credits)

Learning Environment

You’ll have access to a dedicated studio space, packed with high-end facilities and specialist hardware including computers, rendering facilities, stop-motion rigs and a colour 3D printer. And you’ll be working with industry standard animation software such as Maya, Houdini, Renderman, and Nuke.

You’ll have access to an e-learning portal that provides lecture materials, creative and technical support resources and reading lists together with discussion boards and notices. You’ll be encouraged to use this and write blogs to document and communicate your research and design progress.

Digital Tutors provide support for the design and technical software support you’ll be using during your course.

Research-Rich Learning

Research based learning is built into your course as part of project briefs and workshop sessions.

Your tutors are actively engaged in research which they bring into workshop sessions, reflecting contemporary animation practices and culture. You’ll get the chance to be involved in projects that help develop theory at the forefront of animation research.

Your studies will equip you with the latest theoretical, practical and professional knowledge, skills and applied thinking to prepare you for a variety of roles within the creative industries.

Guest talks, placements, live briefs, studio visits and the chance to showcase your work all help you to develop contacts and networks that will be valuable in your future career.

Give Your Career An Edge

This is an industry-focused course, designed to prepare you for a career in the animation industry.

You’ll visit design and animation studios in North East England and London as well as attending industry talks and taking part in live design projects in collaboration with commercial partners.

You may also have the opportunity to attend the Pictoplasma Conference held annually in Berlin where you can see cutting-edge, contemporary character design and animation and carry out research ahead of your major project.

Another important engagement with industry is the Design & Art Direction New Blood Showcase, (D&AD), in London in July. This gives you the chance to showcase your work and network with design, animation and production studios.

Throughout your course you’ll develop social, communication, design and management skills that are desired by employers, including team working and production management.

Your Future

The Masters in Animation is designed to give you a firm grounding in theoretical, creative, practical and professional development. You’ll graduate with advanced ideas and skills in contemporary animation and digital media that mean you’ll be well placed for roles in the film, television, computer games and new media industries.

There are a number of employment opportunities available on graduation, such as Visual Effects (VFX) and 3D Artists at Time Based Arts and Pixel Blimp, Character Animators at Jellyfish Pictures, or Motion Designers at Framestore - all London based companies, and Arcus Studios employ graduates as animators in the North East.

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This MA looks at contemporary changes in media and communications, by putting into perspective the transformations that affect the way people live and work, national and international institutions evolve, and how cultural practices develop. Read more

This MA looks at contemporary changes in media and communications, by putting into perspective the transformations that affect the way people live and work, national and international institutions evolve, and how cultural practices develop.

This programme's internationally acclaimed and comparative approach to the events, issues and debates of our times is particularly suited for those interested in exploring the bigger picture as well as the nitty-gritty of transformations in media and communications and their impact on culture, society and politics.

Its cutting-edge and interdisciplinary approach to postgraduate learning, independent study, and life skills provides you with the analytical skills, conceptual knowledge and practical understanding of the real and imagined shifts that are taking place in – and through – the media industries, everyday life online and on the ground at home and abroad. 

The Masters attracts budding scholars, media practitioners, activists, and advocates from many regions, with a variety of educational and professional backgrounds.

It's particularly suitable for those wanting to move their knowledge and analytical skills up a level for further study as well as for those who have experience of studying or working in the media and cultural sectors, non-profits and other third sector organisations, alternative media, the arts, grassroots and international advocacy and activism.

The programme achieves these goals by:

  • exploring the challenges traditional media sectors face as news, entertainment, and services go global and converge on the web
  • critically studying the past, present, and future of the internet and information and communications technologies
  • examining changes to communicative cultures, media production, and services in a ‘post-Web 2.0’ context
  • thinking about how ordinary people, businesses, governments, and multilateral institutions (mis)use ICT
  • looking more closely at how local communities, governments, and transnational corporations look to influence media futures
  • researching differences in how people, cultures, and countries access and use media and communicate across borders
  • debating the implications of the digital divide, media censorship, and digital surveillance by governmental and commercial agencies
  • reading, watching, and hearing how artists, creative entrepreneurs, power elites and ordinary people respond to technological and social change

The Programme Director is Professor Marianne Franklin. Lecturers, guest speakers, and research students on this programme are affiliated to the Centre for the Study of Global Media and Democracy, the School of Mass Communications at Texas Tech University (USA), the United Nations Internet Governance ForumEdinburgh Law SchoolLe Monde diplomatique, a number of international NGOs, activist and advocacy groups, international academic and media networks.

Modules & structure

The programme is broken into three parts:

  • core modules
  • option modules (where students can devise their own specialisations)
  • dissertation

The themes covered may vary from year to year, depending on research developments and staff availability.

Along with two compulsory (core) modules, research skills module, and a research dissertation, you can choose from a range of theory and practice option modules from Media & Communications as well as other Goldsmiths departments.

Distinguishing Features: this programme's content, structure, and assessment takes an interdisciplinary and innovative approach to:

  • reading, thinking and articulating challenging ideas
  • conducting individual and collaborative research
  • accessing and contributing to current debates
  • incorporating practitioner and activist perspectives
  • teaching and learning that is both research-led and student-inspired
  • supporting excellence in individual and group projects 

Activities: Based on an interactive communication model of learning and teaching, the core programme is organised around lectures, participatory workshops, student presentations, written work, informed debates.

  • It features guest speakers from around the world and various media and communications domains.
  • It involves students in creating their own media-based projects, such as our prize-winning live Video Conference event with international partners.
  • It looks to foster original research dissertation work, formal presentation and collaborative skills.
  • It provides instruction in the fundamentals of designing and successfully completing an independent research dissertation project alongside one to one supervision and workshops

On completing this programme you will be able to (re)enter the workplace, return to your creative pursuits, activism, or advocacy project or, if you wish, continue onto further research with up-to-date knowledge about the facts and fictions around these trends.

Core modules

You also take: 

Research Skills (60 credits)

As an integral part of successfully completing the Dissertation component, students take part in a two-term Research Skills module. Here we cover topics such as: 

  • research design and planning - from start to finish
  • deciding on a topic/research question formulation
  • finding and using the literature at an advanced level
  • selected data-gathering and analysis across the arts, humanities, and social science spectrum
  • academic thinking, writing, and presentation
  • citation formats, ethics that matter, and the theory-method relationship from several angles
  • coping with stress, being creative, and originality

By term’s end students will be fine-tuning their individual research projects, contributing to our study of these themes in class presentations. Workshops and one to one supervision will provide further support for students until the end of the summer teaching term.

We offer a wide range of option modules each year. 

Assessment

Individual and group presentations; live video/web conferences, examined essays and research papers; qualitatively assessed assignments and discussion leading; dissertation.

Careers

Graduates from this programme find work and excel in a number of domains:

  • national and global media corporations
  • government departments
  • global news & broadcasting
  • online media
  • PR and advertising
  • NGOs and non-profits
  • intergovernmental organizations
  • the entertainment industry
  • the arts and cultural sectors

Alumni have found work with the BBC world service, Globo corporation, Carnegie Foundation, European parliament and European Commission, CCTV, NBC, Google, Microsoft, NGOs (eg Greenpeace, Global Partners) and charities (eg Dementia UK), newspapers (eg in South Korea, Brazil, Slovenia, China), alternative media and advocacy networks, museums, theatres and art gallerires, online national and international media outlets (eg Chinese, indigenous Taiwanese), PR and marketing around the world.

Other alumni have continued on to PhD programmes, at Goldsmiths and elsewhere. Many have been successful in gaining research scholarships and funding to further their academic and practitioner careers.



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Intellectual Property Law has become an interdisciplinary field comprised of law, engineering, medical science, economics, and numerous other fields. Read more

Overview

Intellectual Property Law has become an interdisciplinary field comprised of law, engineering, medical science, economics, and numerous other fields. The MSc in Management of Intellectual Property explores the foundations of this area of law with relation to patents, trade marks and the other core areas within this field.

This Masters of Science is primarily aimed at science and engineering graduates who wish to pursue a career as patent or trade mark attorneys, though it is also open to graduates from all academic backgrounds who wish to study Intellectual Property (IP) at postgraduate level.

There is continued need for expertise in intellectual property law and management in industry, commerce and the innovative and creative industries, and this MSc gives you the opportunity to study IP to a high level. The programme offers a professional stream (for science and technology graduates), and a business stream, available to graduates from all fields looking to expand their knowledge of the application and management of IP.

Professional stream
The professional stream is directed towards graduates (primarily sciences and other technical industries, but also from all other backgrounds) seeking qualification as patent and trade mark attorneys.

Business stream
Students on the business stream will gain profound knowledge of the law and its operation with a view to working in areas such as the press and media, the entertainment industry, the internet and software industries, or the luxury goods industries. Further sectors where knowledge in Intellectual Property and related areas is seen as a particular advantage include governments, international organisations, universities or non-governmental institutions.

This programme will:
◦Give you a choice of two streams to suit your background; a professional stream for science and engineering graduates, and a business stream for graduates of other disciplines.
◦Offer science and engineering graduates the opportunity to gain professional exemptions from Chartered Institute of Patent Attorneys (CIPA) and Institute of Trade Mark Attorneys (ITMA).

What is Intellectual Property (IP) law?

Intellectual Property Law has become an interdisciplinary field comprising law, engineering, medical science, economics, and numerous other fields. This programme teaches the foundations of this area of law with relation to patents, trademarks and the other core areas within this field.

Why study Intellectual Property law?

The MSc Management of Intellectual Property programme was developed as we recognised the increasingly important role of intellectual property in our modern economy. There is an emerging need in industry, in commerce and in those professions concerned with intellectual property law, for science and technology graduates who have studied intellectual property law to a high level. In industry, particularly in small and medium-sized firms involved in research and development, where there is no in-house lawyer or patent agent, there is often a need for an intermediary between the firms and the external lawyer or patent agent for example; or for an executive to handle the inward or outward licensing of technology, to negotiate research and development contracts (where ownership of intellectual property is usually central to the bargaining) or generally to have a basic knowledge of current developments in the field of business law (eg. contract law, product liability law) insofar as these may relate to the firm's present or future activities.

With the introduction of the new business stream we also offer a distinct avenue for graduates from all backgrounds to gain valuable knowledge of intellectual property.

Structure of the MSc in Management of Intellectual Property

Classes usually commence mid-September with examinations in May/June. Courses are taught during the day at Queen Mary University of London campuses and usually take place between 9.00am and 5.00pm.

There is an initial Basic English Law examination which takes place two weeks after the start of the programme. Students then select which stream they wish to undertake.

Compulsory modules:

◦Study project (45 credits)
◦Basic principles of English law, evidence and practice (non-credit bearing but all students must pass this module at the start of the programme)

All students require 180 credits in total.

Professional stream students have core modules plus one free choice half module of 22.5 credits. In addition to this, professional stream students also sit two additional papers to gain exemption from the foundation papers of CIPA and ITMA, both papers must be passed to gain the exemption for either institution.

Business stream students have a free choice of 135 credits (three full modules or six half modules, or a combination of the two.)

All students are required to study the core subject units: Patent law, Copyright and designs law, Law of trade marks and unfair competition, Competition law, and Basic principles of English law, evidence and practice in term one. Occasional additional second semester options may be available.

]]Modules:]]

Read the full module descriptions on the QMUL web site.

Modules which run annually:
◦The law of copyright and design I (Compulsory for Professional stream)
◦The law of patents I and II (Compulsory for Professional stream)
◦Trade mark law I and II (Compulsory for Professional Stream
◦Study Project (Core Module for all students)
◦The law of competition I
◦Media law
◦Trade mark law I
◦The law of patents I
◦Intellectual property in food, biotechnology and agriculture
◦Intellectual property in the United States.

Modules which may run but cannot be guaranteed:
◦Competition law and licensing I and II
◦The law of copyright and design I and I
◦Information technology law
◦Intellectual property transactions
◦Licensing practice.

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