Master's in Entertainment Business in Europe

Find Masters Programs in Entertainment Business in Europe 2016/2017

Entertainment Business

In order to successfully obtain a Masters qualification, you will need to obtain a number of credits by passing individual modules. Most taught Masters will have a number of core modules which you must take and pass in order to obtain the qualification. The assessment of research Masters is almost always entirely by a single dissertation module or project.

In all, there are over 4000 Higher Education Institutions in Europe offering a wide range of courses at Bachelor, Masters and Doctorate level. With more and more of these organizations offering English as the language of education for at least some of their degree programs, universities in Europe are now of higher quality than ever before. Universities in Europe offer a friendly welcome to foreign students and to give a course of knowledge that meets their profession needs in today’s global demand.

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Master in Media and Entertainment Management

IED – Istituto Europeo di Design Rome
Campus Full time 12 months January 2017 Italy Rome

The new Master in Media and Entertainment Management aims to train professionals who can work efficiently and internationally in the field of Media & Entertainment: Movies / TV / trans media, video games, publishing industry, communication, music, web-based companies, theme parks and museums. The course includes numerous meetings with industry professionals. Students can benefit from the experience of managers of Cinecitta World, creative designers of Saatchi & Saatchi and experts of Ariadne Capital. Managers of the Media & Entertainment industry, entrepreneurship and start-ups, thanks to the know-how and business tools acquired can enter prestigious roles in different sectors, where creativity and managerial skills are fundamental. [+]

Masters in Entertainment Business in Europe 2016/2017. THIS PROGRAM IS TAUGHT IN ITALIAN Entry Requirements: The Master in Media and Entertainment Management seeks to recruit students with an Honours Degree, Italians and foreigners, and young professionals who want to pursue their career in this field. Structure and Methodology: Through a cross-sectional approach and the involvement in many design workshops, participants are asked to work in teams or individually, by simulating the professional reality typical of companies in the sector and the wide world of entrepreneurship and startups. The programme is structured into three main areas. A first part is dedicated to the fundamentals of the industry with the objective of analyzing the different business models. It is broad and includes areas Movies / TV / Trans average (production company, operator of pay-TV), Games (developers, publishers) Publishing (publisher, retailer online and offline) Music (record company, publisher ) Web-based and ICT companies (Online retailer, thematic portals) Experience Economy (cinema, museums, theme parks) Venture Capital, public agencies and consultancies focused on these areas. Areas such as Media & Entertainment are deeply examined, in particular, its interaction with the cultural and creative sectors and the International economic aspect. The second part of the pathway of study focuses on specific areas of development, production, distribution and use of content. Through taught workshops, participants learn to develop and produce audiovisual works, video games, music, books and hybrids contents. Students are expected to acquire knowledge of vertical strategies of digital communication, on the economic aspects, on the management of business relationships. This will display the path to convert creative content with different formats and platforms into cash. Students, as distributors, learn to take on the role of intermediaries between the rightholders and platforms (cinema, theme park, TV channel, operator of video on demand, online retailer). From the point of view of the platform, they are able to offer innovative experiences with appropriate budgets to final users. The financial issue is related to the collection of funds for the projects: private sources of finance (business angels, venture capital and crowd-funding), public sources (European Union), national and regional media as direct grants and indirect support such as tax credits, tax incentives. Participants are expected to approach the management of trade agreements between the industry, by presenting different business models (pay-TV) and study the foundations of digital communication: how to astutely plan and communicate a brand, content, social gaming or offers in real-time. The pathway of study culminates in the development of a Final Project, an initiative of startup, an upgrade for a company in this sector that already exists or a business proposal for a business partner. [-]