This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge. The Computing (games and entertainment) Pathway of the MA in Creative & Cultural Entrepreneurship allows you to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create your own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these. The MA will be taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector. Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.
Facilities
Location
Start date
London
See map
New Cross, SE14 6NW
Start date
Different dates availableEnrolment now open
About this course
You should have (or expect to be awarded) an undergraduate degree of at least upper second class standard in a relevant/related subject and/or high level professional experience in a discipline related to computing in the creative industries, including computer games, film/TV/video post-production, social media and the web, visualisation and computer graphics-based practices. When applying, please specify your preferred pathway i.e. Computing (games and entertainment). You must demonstrate in your written application and in interview that you have a capacity for
Questions & Answers
Add your question
Our advisors and other users will be able to reply to you
We are verifying your question adjusts to our publishing rules. According to your answers, we noticed you might not be elegible to enroll into this course, possibly because of: qualification requirements, location or others. It is important you consult this with the Centre.
Thank you!
We are reviewing your question. We will publish it shortly.
Or do you prefer the center to contact you?
Reviews
Have you taken this course? Share your opinion
Subjects
Financial Training
Financial
Approach
Options
Market
Entrepreneurship
Computing
IT
IT Development
Skills and Training
Course programme
What you'll study In all pathways, this Masters programme contains four taught modules and a further dissertation/portfolio component. All students take modules I and III, and Computing Pathway students choose options in Computing for modules II and IV. Attendance is mandatory for all taught sections of the programme. To encourage collaborative learning we try to teach all students together wherever possible, irrespective of their particular pathway. Module title Credits. Module I: Theories of Capital Module I: Theories of Capital 30 credits Theories of Capital critically examines key theories of social, economic, cultural and symbolic capital. The module details these conceptual capital frameworks and compliments this theoretical foundation with application in the creative and cultural industries with a focus on government policy and the unique economic characteristics of the creative industries. For example consumer consumption of status goods will be assessed using theories of symbolic and social capital. Emphasis will be given on the role of intellectual capital in policy. Students will learn the analytical rigour to critically assess creative and cultural industry policy and market structures. Students will be able to translate theory into practice, and practice into theory. 30 credits. Module II: Creative Practice Module II: Creative Practice 30 credits Please visit the following links, depending on your course of study, to see respective options for this module. Please note all options are subject to change depending on availability and modules taught. Computing. Design. Media and Communications. Music. Theatre and Performance. 30 credits. Module III: Entrepreneurial Modelling Module III: Entrepreneurial Modelling 30 credits This module aims to nurture your skills and attitudes to allow you to become an innovator and to provide models of entrepreneurial/business support relevant and useful for creative entrepreneurs. This module will provide a link between the theoretical aspects of the broader overview of the sector and the practice specifics, and work to focus on how creativity can be strengthened when put through creative commercialisation modelling techniques. The module has evolved from NESTA’s Creative Pioneer Programme and will use the Modelling Techniques that were designed and have evolved from `The Academy’ and `Insight Out’ which provide approaches to commercialising creativity. It will critically review the key characteristics of successful enterprises, entrepreneurs and leaders, within the cultural and more commercially focussed creative industries. It will look at the range of business models that exist and review how best to build a financially sustainable organisation. The key areas of modelling techniques covered are: Relationship Modelling – this will assist you to understand the range of business models in the creative industries, and to create the most appropriate route to market; it will consider the relationship that the originator of the creative idea has to the production, distribution and the audience/customer/client; it uncovers your relationship to “reward”.. Evidence Modelling – this model uses Marshall McLuhan’s Tetrad Model to review the likely impact of the idea; it helps make the enterprise tangible and to ensure that the entrepreneur remains in control of the effects of their ideas. Using the modelling technique helps you to articulate your values and the benefits of your ideas.. Blueprint Modelling – an approach to creating an operating plan, which will move your idea to market, articulating all of the activities and responsibilities required.. Consequence Modelling – using all of the knowledge from the modelling techniques, this will uncover the financial consequences of the decisions made. It will introduce you to basic financial modelling concepts, and ensure they are comfortable with the financial language of creative entrepreneurs.. 30 credits. Module IV: Entrepreneurial Practices and Modes of Production within one creative industry sector Either: Business of Design 30 Credits OR Work Placement 30 Credits You will undertake a work placement within an SME, Producing or Research Organisation within the cultural and creative industries. There will be initial taught/tutorial sessions on managing an internship and experiential learning and assessment would be by an analytical report on the ‘culture of management’ of the organisation. In some pathways this will be augmented by classes in specific skill areas (such as marketing) as you are likely to be working in skill-specific departments of organisations. Module V: Dissertation or Project/Portfolio The content and research imperatives of the dissertation/portfolio can be developed in tutorials with staff to address your individual needs. It could range from an entirely written document researching a particular area of the cultural and creative industries to a fully developed proposal for a new business. Download the programme specification for the 2018-19 intake. If you would like an earlier version of the programme specification, please contact the Quality Office. Please note that due to staff research commitments not all of these modules may be available every year.