The University of Southampton
Courses

ARTD2044 Introduction to Business for the Creative Industries

Module Overview

This module is one of the option modules that can be taken by students from all of the programmes. Whilst the learning outcomes are the same no matter which of the programmes you are following, it is likely that your output from this module will reflect the media and approaches of your programme’s disciplines and subject areas. This module is liable to bring together students from all the programmes and pathways giving you the opportunity to engage with analysis of your own and others’ ideas in a challenging and creative environment. Your overall mark for level five (your second year) makes up 33% of your final degree mark.

Aims and Objectives

Module Aims

- Develop an understanding of the creative industries environment nationally and internationally - Understand the role and leadership qualities of entrepreneurs in developing creative businesses - Develop an understanding of creative business formation from sole trading to limited company status - Develop an understanding of how various resources provide opportunities and constraints to a business - Explore how successful creative businesses operate through a range of case studies - Understand the role of the digital space in developing interconnected and virtual business entities - Understand the role of strategic marketing and branding in promoting creative businesses - Understand cultural issues in developing businesses and teams - Understanding intellectual property rights, trademarks and copyright regulations - An understanding of why businesses fail

Learning Outcomes

Knowledge and Understanding

Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:

  • How companies are formed
  • Techniques used by entrepreneurs to develop creative businesses
  • Analysis of the creative sector and an understand the changing landscape
  • the preparation of an extended piece of writing on the development of business ideas and strategy
Subject Specific Intellectual and Research Skills

Having successfully completed this module you will be able to:

  • distinguish between differing business formats
  • recognise the relationship of entrepreneurial change and key stakeholders in the creative industries
  • assess marketing and branding solutions in the creative industries
  • formulate a business proposal with an appropriate rationale that will provide you with the skills and ideas necessary to develop an assignment in level 3
Transferable and Generic Skills

Having successfully completed this module you will be able to:

  • use a wide range of information sources and databases requiring the development of bibliographic skills including the use of CD-ROMS and the Internet
  • critically analyse and evaluate business data
  • develop an understanding of effective team formation and distributed working
  • manage your time effectively
  • communicate clearly in written form

Syllabus

According to the latest report on the Creative Industries sector chaired by Ian Livingstone, the UK is arguably the most creative nation in the world. UK music, television, film, games, fashion, design, advertising and architecture is celebrated around the world. But whilst UK creative talent might win coveted artistic awards, too often is the case that the revenue derived from their endeavours is banked overseas. The UK demands and needs a more entrepreneurial focus and a good platform for young people to realise their ambitions within the creative industries sector. To this end it is important that students are equipped with a good understanding of the sector together with a good knowledge of business formation, marketing, branding and the use of a creative approach to developing a business. The course syllabus will contain various case studies and lectures on the basics of business formation to the growth and development of businesses exhibiting successful strategies in a range of different areas such as fashion, film, gaming, art, music and design. This module gives you a chance to develop your own ideas in creating and developing a business, together with an understanding of the national and global environment that you will be operating in.

Special Features

Students will have the opportunity to use a range of freely available marketing apps to help them with their work.

Learning and Teaching

Teaching and learning methods

Teaching methods include - Lectures - Case studies - Seminars - Gaming Learning activities include - Lectures - Seminars - Group problem solving and brain storming - Team activities - Gaming Relationship between the teaching, learning and assessment methods and the learning outcomes: This module focuses on business within the creative industry sector and aims to give you the necessary tools to develop an idea for a creative business of your own. At level three the lessons learnt will be applied to the development of a fully-fledged business plan, utilising a range of knowledge and individual skills sets. Subject material will be introduced and discussed primarily through lectures. You will receive electronically a small package of information for each topic on a session-by-session basis, which will include an outline of the lecture, learning outcomes, copies of any power point slides, essential reading and suggested further reading and preparation for end of course module assessment. Lectures will be supported by seminars and may include the use of videos and case studies. The assessment will be based on your ability to understand and develop a creative business idea or to critique one that has already been successful or unsuccessful in the marketplace. It will also help to prepare you to consider a business plan to develop your own venture at level three.

TypeHours
Seminar2
Wider reading or practice56
Tutorial4
Preparation for scheduled sessions50
Lecture18
Follow-up work20
Total study time150

Resources & Reading list

Chris Bilton (2008). Managing Creative Enterprises (Creative Industries - Booklet). 

Elizabeth Hill, Terry O'Sullivan, Catherine O'Sullivan (2003). Creative Arts Marketing. 

A good resource in understanding the role of education in the design and creative industries.

A source for what is happening in the UK and recent papers published about the creative industries.

Chris Bilton (2006). Management and Creativity: From Creative Industries to Creative Management. 

Ronald Kay (2012). Managing Creativity in Science and Hi-Tech. 

Assessment

Formative

Test

Summative

MethodPercentage contribution
Illustrated essay  (2500 words) 100%

Repeat

MethodPercentage contribution
Illustrated essay  (2500 words) 100%

Referral

MethodPercentage contribution
Illustrated essay  (2500 words) 100%

Repeat Information

Repeat type: Internal & External

Costs

Costs associated with this module

Students are responsible for meeting the cost of essential textbooks, and of producing such essays, assignments, laboratory reports and dissertations as are required to fulfil the academic requirements for each programme of study.

In addition to this, students registered for this module typically also have to pay for:

Textbooks

There are no cost implications on this module as any directed study towards the use of Apps will be sourced from those freely available. Recommended texts for this module may be available in limited supply in the University Library and students may wish to purchase the core/ recommended text as appropriate

Please also ensure you read the section on additional costs in the University’s Fees, Charges and Expenses Regulations in the University Calendar available at www.calendar.soton.ac.uk.

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