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ARTD3058 Business for the Creative Industries (Dalian)

Module Overview

This module is designed to give you a thorough 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. 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

• to understand the links between marketing, finance, ethics and business opportunities in the development of a creative business; • to 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 and demonstrate awareness of global contexts.


UK music, television, film, games, fashion, design, advertising and architecture is celebrated around the world and according to reports on the Creative Industries sector the UK is arguably the most creative nation in the world. To recognise entrepreneurial skills and attributes within the creative industries sector students will consider business formation, marketing, branding and the use of creative approaches to developing a business. 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.

Special Features

Students will be expected to engage fully with the pre sessional learning to further their understanding and extend skills independently.

Learning and Teaching

Teaching and learning methods

The teaching methods include: • Lectures • Case studies • Seminars Learning activities: • Lectures • Seminars • Group problem solving • Team activities Relationship between the teaching, learning and assessment methods and the learning outcomes: This module builds on the module in Part 2, which helped you focus on business within the creative industry sector and offered the necessary tools to develop an idea for a creative business. In Part 3 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, 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.

Completion of assessment task40
Preparation for scheduled sessions30
Follow-up work20
Wider reading or practice30
Total study time150

Resources & Reading list

Ries, E (2011). The Lean Start-up: How Constant Innovation creates radically successful businesses. 

Justice, L (2011). Chinas Design Revolution. 

Ranchhod,A:Gurau ,C (2007). Marketing Strategies: A Contemporary Approach. 

Richard, R (2013). How to Start a Creative Business- A glossary of over 130 Terms for the Creative Entrepreneur. 

Slater, D, Tonkiss, F (2001). Market Society. 

Lardy, N,R, Subramanian,A. Sustaining China's Economic Growth After the Global Financial Crisis. 

Jacobsen,M (2013). The Business of Creativity: An Expert Guide to Starting and growing a business in the Creative Sector. 

Jackson, P, Lowe, M, Millar, D, Mort, F (2000). Commercial Cultures: Economies, Practices, Spaces. 

Millar, D (1987). Material culture and Mass Consumption. 

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

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

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





MethodPercentage contribution
Business plan  (3000 words) 100%


MethodPercentage contribution
Business plan 100%


MethodPercentage contribution
Business plan  (3000 words) 100%

Repeat Information

Repeat type: Internal


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:


Recommended texts for this module may be available in limited supply in the University Library and students may wish to purchase the mandatory/additional reading 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

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