Media, Al and the Metaverse
Module title | Media, Al and the Metaverse |
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Module code | BEM3070 |
Academic year | 2023/4 |
Credits | 15 |
Module staff | Dr Alex Connock (Convenor) |
Duration: Term | 1 | 2 | 3 |
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Duration: Weeks | 11 |
Number students taking module (anticipated) | 100 |
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Module description
This is a course in contemporary value generation within the Media. It considers how media sectors are being changed by digital transformation, AI technologies and potentially the Metaverse - which is predicted by Bloomberg (2022) at $800 billion annual revenue by 2025.
The module methodically considers the creation, production, distribution and monetisation of media in each of a range of media segments, from podcasts to streamers, from games to esports, from social networks to influencers, and from fiction production to factual. In each case it considers how AI and other technologies are driving value creation.
No prior knowledge is needed to do well in this module. Learning will be translatable across other sectors, since all companies today use media tools for communication.
Module aims - intentions of the module
On completion of this module you will have an overview understanding of media sector business models and the media value chain, as well as some of the different operational business models within certain media sectors.
Media sectors covered will include many of broadcasting, streaming, games, esports, factual/entertainment/scripted production, creators/influencers, social networks, marketing content and music.
You will be able to articulate some current strands of thought around the so-called Metaverse, and its implications for business in general.
Intended Learning Outcomes (ILOs)
ILO: Module-specific skills
On successfully completing the module you will be able to...
- 1. Outline the basic business models of global screen and audio industries, and particular fields such as games and esports.
- 2. Explain and interpret contemporary issues regarding social networks and creator economy models.
- 3. Exemplify the impact that AI technologies are having on the media in development, production, distribution and monetisation.
ILO: Discipline-specific skills
On successfully completing the module you will be able to...
ILO: Personal and key skills
On successfully completing the module you will be able to...
- 4. Structure and narrate a clear articulation of a specific media organisation.
- 5. Structure and narrate a clear articulation of a specific media project.
Syllabus plan
Indicative core themes considered in the module will include:
- The principles of the media value chain through development, production, distribution, monetisation.
- An introduction to the range, impact and opportunity of AI on the media business.
- Platforms such as streaming & broadcasting, games and digital publishing are considered, along with the determinants of success within them.
- Producers including such sectors as factual and scripted TV, games studios and music production.
- Pioneers in podcasting and esports.
- Summary findings that might apply beyond media.
Learning activities and teaching methods (given in hours of study time)
Scheduled Learning and Teaching Activities | Guided independent study | Placement / study abroad |
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21.5 | 128.5 | 0 |
Details of learning activities and teaching methods
Category | Hours of study time | Description |
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Scheduled Learning and Teaching Activity | 13.5 | 9 lectures of 1 hour 30 mins each |
Scheduled Learning and Teaching Activity | 8 | 8 hrs webinars or seminars |
Guided Independent Study | 128.5 | Core and supplementary reading and assignment preparation |
Formative assessment
Form of assessment | Size of the assessment (eg length / duration) | ILOs assessed | Feedback method |
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Verbal & class discussion | Practice case studies of media business models in different fields relevant to that week's focus. Feedback given to student ideas for media businesses to examine in final assessment, and other aspects of the project. | 1-5 | Verbal |
Summative assessment (% of credit)
Coursework | Written exams | Practical exams |
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100 | 0 | 0 |
Details of summative assessment
Form of assessment | % of credit | Size of the assessment (eg length / duration) | ILOs assessed | Feedback method |
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Individual essay | 100 | 3500 words | 1-5 | Written feedback |
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Details of re-assessment (where required by referral or deferral)
Original form of assessment | Form of re-assessment | ILOs re-assessed | Timescale for re-assessment |
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Individual essay, 3500 words, 100% | Individual essay, 3500 words, 100% | 1-5 | Next reassessment period |
Indicative learning resources - Basic reading
Course textbook:
Connock, A. (in print - to be published October 2022). Media Management and Artificial Intelligence: Understanding Media Business Models in the Digital Age. Routledge
Other suggested reading:
Vinet, M. (2020). ENTERTAINMENT INDUSTRY: The Business of Music, Books, Movies, TV, Radio, Internet, Video Games, Theater, Fashion, Sports, Art, Merchandising, Copyright, Trademarks & Contracts - NEW Revised Edition. Independently published.
Schreier, J. (2017). Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made (1st ed.). Harper Paperbacks.
Galloway, S. (2018). The Four: The Hidden DNA of Amazon, Apple, Facebook, and Google (Reprint ed.). Portfolio.
Noam, E. M. (2019). Media and Digital Management (Foundations) (1st ed. 2018 ed.). Palgrave Macmillan.
Indicative learning resources - Web based and electronic resources
Additional suggested reading:
A variety of electronic reading materials will be provided on ELE – Library to provide hyperlink to appropriate pages.
Credit value | 15 |
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Module ECTS | 7.5 |
Module pre-requisites | None |
Module co-requisites | None |
NQF level (module) | 6 |
Available as distance learning? | No |
Origin date | 10/01/2022 |
Last revision date | 24/06/2022 |