HISTORY OF CREATIVE INDUSTRIES

Academic year
2020/2021 Syllabus of previous years
Official course title
HISTORY OF CREATIVE INDUSTRIES
Course code
FM0507 (AF:335484 AR:179779)
Modality
On campus classes
ECTS credits
6
Degree level
Master's Degree Programme (DM270)
Educational sector code
SECS-P/08
Period
4th Term
Course year
1
Moodle
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Within the field of Digital Humanities, an economic model has emerged for the creative and cultural industries. The macroeconomic perspectives of the culture industry began in the Frankfurt School in the early 1900s and have now moved on to become important contributors to national and global economies. Understanding the origins and the evolution of the theories and methodologies contributing to Digital Humanities presents a perspective on how we engage and develop this discipline and practice the skills and knowledge acquired through learning.
• Reflect critically on the composition of cultural industries and apply acquired theoretical and technical knowledge to different institutional contexts and to their own practices.
• Situate creative practices within the broader contexts of European and Global cultural economies.
• Consider the application of cultural theory to a range of contemporary cultural forms, from art and fashion, to cinema, performance, creative technologies, and advertising.
• Describe key theoretical and conceptual frameworks from the origins of the culture industries through to contemporary theories of cognitive capitalism and precarious work.
• Identify and describe in detail the ways in which creative and cultural production intersect with markets, institutions and states.
• Identify key concepts, terms, methods and a range of strategies of business modelling;
• Define the structure and appropriate contents of a business plan for a creative enterprise;
• Describe the processes to be undertaken in creating an operational plan;
• State the relationships between a business plan for a creative enterprise and other forms of business planning;
• Identify how models may be adapted to different cultural and economic contexts.
• Analyse markets, risk, and appropriate routes to market for a creative idea.
• Assimilate and evaluate alternative views across the different models.
• Approach and evaluate business planning in a self-reflective way.
• Articulate the commercial/business argument for a creative idea.
• Appraise the appropriateness of different business models.
• Write business plans for different creative entrepreneurial ideas.
• Analyse research data to provide an appropriate and convincing argument.
• Distinguish how to transfer creative skills and approaches into commercial/"business" skills.
• Demonstrate user-centred design development techniques.
• Research markets, analysing both primary and secondary marketing data.
• Apply the processes of business start-ups: including banking, company registration, selecting and briefing professionals.
• Analyse the potential for an idea to successfully get to market.
• Apply persuasive communication skills in written, oral and technological contexts;
• Analyse and judge a range of business models.
• Identify and creatively apply the potential of group dynamics and interactions in collaborative projects
• Identify and assume the role of a leader/employer and understand the impact this will have on the group/team.

An understanding of the elements of digital humanities and how digital technologies have changed the landscape for research and practice within the creative and cultural industries. No specific technologies are required, however, a basic knowledge of text and data structures is essential.
The Origins of the Creative and Cultural Industries
Adorno and the Frankfurt School
The Age of Reproduction
Growth of Creative and Cultural industries
Design Thinking Methodologies
Turning an Idea into a Creative Enterprise
Business Modelling and Practices
Case Study of Creative Organisation or Event



Dialectic of Enlightenment (1947) Translated into English 1972.  Max Horkheimer and Theodor W Adorno - the culture industry: enlightenment as mass deception
The Work of Art in the Age of Mechanical Reproduction (1969), Walter Benjamin
Ways of Seeing (1972), Berger John, BBC and Penguin Books
The Cultural and Creative Industries: A Literature Review (2010), Justin O’Connor
Cultural and Creative Spillovers in Europe (2015) http://ccspillovers.wikispaces.com/
Global Economic Reports (GEM), https://www.gemconsortium.org/report/gem-2019-2020-global-report
A 5,000 word essay on a subject (chosen by the student) relating to a creative practice or enterprise. A 30-minute presentation on the essay showing the relationship of the student's research to the field of digital humanities.
Lectures, seminars and workshops. In-class student presentations with peer reviews.
English
written and oral

This subject deals with topics related to the macro-area "Circular economy, innovation, work" and contributes to the achievement of one or more goals of U. N. Agenda for Sustainable Development

Definitive programme.
Last update of the programme: 26/04/2020