The University of Southampton
Courses

ARTD3053 Business for the Creative Industries

Module Overview

This module is designed to give you a through grounding in understanding how the process of creativity operates and becomes an innovative activity within the general economic context. The module will cover aspects of creativity, managing and developing innovative activities within the creative industries sector, legal issues, marketing issues and business positioning and planning. Many businesses within the sector succeed or fail depending on their innovative activities, positioning, and business planning and patents and copyright issues, especially within the digital area. You will have a chance to analyse both successful and unsuccessful businesses within the global setting of the creative industries, as well as test your own ideas for launching a business. You will work with simulated activities in groups in order to develop your ideas.

Aims and Objectives

Module Aims

The aims of this module are: - Understand the links between marketing, finance, ethics and business opportunities in the development of a creative business. - Enable you to develop the understanding, knowledge and skills required to produce and present an effective business plan - To demonstrate a confident analytical approach to assimilation and evaluation of research material - To acquire a more developed understanding of brand positioning theory and management practices and activities

Learning Outcomes

Knowledge and Understanding

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

  • The role of ethics and sustainability in developing a business plan
  • How to integrate a range of skills and practices to the development of a business plan
  • Competitive positioning and market-driven strategic planning
  • Market research demonstrated through the appropriate selection and application of marketing tools and methodologies
Subject Specific Intellectual and Research Skills

Having successfully completed this module you will be able to:

  • Apply critical thinking and selective practice through the generation of a range of ideas which are evaluated and developed to a business plan
  • Distinguish between risks and opportunities
  • Recognise the relationship of entrepreneurial change and key stakeholders in the creative industries
  • Assess marketing, finance and HR solutions in the creative industries
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 and planning methods
  • Develop an understanding of effective team formation and distributed working
  • Manage your time effectively
  • Communicate clearly in written form

Syllabus

The Creative Industries sector contributes around £36 billion to the economy and has the potential to grow significantly. The UK also has a large presence globally with creative industry exports desired by many countries in the world. UK music, television, film, games, fashion, design, advertising and architecture is celebrated around the world. However there is a need to nurture and grow local talent that can make a significant impact on the national economy. The best way to encourage this is to equip students with a range of skills that can enable them to not only be able to plan a business but to also understand how a business operates and how it can be managed. Often innovations fail and it is important to understand the routes and levers of success. The module looks at marketing, PR, positioning, cash flow and profit management as well as cultural contexts for business success. The course syllabus therefore contains various case studies and lectures on business formation, planning and possible implementation of an idea or product, 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, developing and planning a business, together with an understanding of the national and global environment that you will be operating in, working within a group.

Special Features

Students will be expected to utilise the Business Model Canvas App.

Learning and Teaching

Teaching and learning methods

Teaching methods include - Lectures - Case studies - Seminars - Gaming - An app on business planning 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 builds on the module at level 2, which helped students focus on business within the creative industry sector and offered the necessary tools to develop an idea for a creative business. 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, with relevant market data and illustrations, with proper business planning methodology in place.

TypeHours
Seminar2
Follow-up work30
Lecture18
Tutorial4
Preparation for scheduled sessions50
Wider reading or practice46
Total study time150

Resources & Reading list

Michael Jacobsen (2013). The Business of Creativity: An Expert Guide to Starting and Growing a Business in the Creative Sector. 

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

The Business Model Canvas. App

Ashok Ranchhod and Calin Gurau (2007). Marketing Strategies: A Contemporary Approach. 

Eric Ries (2011). The Lean Start-up: How Constant Innovation Creates Radically Successful Businesses. 

Andrew Osterwalder, Yves Pigneur (2010). Business Model Generation: A Handbook for Visionaries, Game Changers and Challengers. 

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

Doug Richard (2013). How to Start a Creative Business: A Glossary of Over 130 Terms for the Creative Entrepreneur. 

Assessment

Formative

Group Assignment

Summative

MethodPercentage contribution
Business plan  (3000 words) 100%

Repeat

MethodPercentage contribution
Business plan  (3000 words) 100%

Referral

MethodPercentage contribution
Business plan  (3000 words) 100%

Repeat Information

Repeat type: Internal & External

Linked modules

Pre-requisite: ARTD2044 Introduction to Business for the Creative Industries

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:

Other

The main cost will be the purchase of the Business Canvas Model App for class use at around £22 per group of 3 students.

Textbooks

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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