This module will acquaint student with some of key ideas that drive the creative industries at the centre of this degree programme: cinema, television, theatre, games and digital media. You will encounter major works from screen, stage and computer device which have defined their respective industries in the past and which represent launching-pads for creative innovation in the future. By studying landmarks of production, this module with provide students with an overview of the strategies and materials at their disposal as they begin to define their own leading-edge projects and entrepreneurial ambitions.
It is important to note that this is a highly immersive module, hence the high number of one hour lectures which students will be expected to attend as they expose themselves to a rich variety of materials across the different creative industries. Seminars however will be more focused and students will only be expected to research a tightly specified but limited range of key topics covered in the lectures.
Occurrence | Teaching period |
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A | Autumn Term 2022-23 |
This module aims to:
Acquaint you with some of the key ideas and historical developments that have defined the creative industries at the centre of this degree programme: cinema, television, theatre and interactive media.
Introduce you to some of the signal works - films, tv shows, plays, games and more - that have influenced the development of the creative industries
Provide you with a series of contexts - historical, social, industrial - by which you can critically evaluate how different forms of content function or are shaped, and how they seek to appeal to audiences
Encourage you to apply your developing knowledge of industrial conditions, cultural priorities and changing markets and audiences to your own creative projects and entrepreneurial strategies.
By the end of this module students will be:
Familiar with some of the key landmarks of cinema, television, the theatre and the interactive media industry
Able to develop your knowledge of any, or all of these creative industrial areas, by developing your own reading and research strategies.
Able to apply critical rigour and contextual thinking to the evaluation of creative content, and the markets / audiences it seeks to reach.
Ready to deploy an initial knowledge of industrial procedures and conditions, of social and cultural contexts and a developing familiarity with different forms of content creation, past and present, to your own projects and creative proposals
Able to apply problem-solving and team-working skills to the analysis of creative industrial questions,and the development of content ideas
This module is taught alongside students from TFTI's other undergraduate degree programmes. You will share lectures and screenings. The seminars and modes of assessment however will be specific to the interests of Business of the Creative Industries students.
Task | % of module mark |
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Essay/coursework | 100 |
None
Each seminar will include formative elements and will therefore deliver feedback. There will also be one formative written exercise, aligned with the module summative, which will include procedural feedback.
Task | % of module mark |
---|---|
Essay/coursework | 100 |
Students will receive feedback on summative assignments within four weeks as per university standards. Formative feedback will be given in each seminar, and in response to one piece of formative written work delivered half way through teaching.