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Business & Innovation in Digital Enterprise (M Level) - TFT00087M

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  • Department: Theatre, Film, Television and Interactive Media
  • Credit value: 20 credits
  • Credit level: M
  • Academic year of delivery: 2024-25

Module summary

This module will enable an understanding of practical business considerations and an appreciation of the economic context in which contemporary industry tech professionals operate. This will involve developing initial ideas for a product or service and creating and delivering a business pitch deck and presentation that explores and exploits its potential. The module also focuses on developing an understanding of the macro-environmental considerations which affect interactive media product and service development, both nationally and internationally.

Related modules

no pre-requisites

Module will run

Occurrence Teaching period
A Semester 2 2024-25

Module aims

Ø Increase skills and understanding of what is required to develop and launch a new innovative tech business.

Ø Build awareness of and interest in business, innovation, and entrepreneurship.

Ø Build Familiarisation of the practical and economic issues of modern businesses.

Ø Increase the understanding of legal issues involved in creating interactive media products and content.

Module learning outcomes

Ø An enhanced level of (self) employability through greater business awareness and confidence

Ø An increased understanding of the macro-environmental considerations which affect interactive media product and service development, both nationally and internationally

Ø Engagement in practical business considerations with creativity and in tandem with the innovation processes.

Ø Ability to work collaboratively in a group to design a vehicle for exploiting a technology innovation.

Indicative assessment

Task % of module mark
Essay/coursework 100

Special assessment rules

None

Indicative reassessment

Task % of module mark
Essay/coursework 100

Module feedback

Formative feedback to be given to students during seminars and summative feedback via Turnitin for the final essay

Indicative reading

Whittington, D. (2018) Digital Innovation and Entrepreneurship, Cambridge: Cambridge University Press.

Stacey, Ralph D. (1996) 'Complexity and Creativity in Organizations'. San Francisco, CA, US: Berrett-Koehler Publishers, xiii, p. 312.

Prahalad, C.K. (1993) 'The Role of Core Competencies in the Corporation' Research Technology Management, Nov/Dec, 36(6) p. 40.

Pinson, L (2008) 'Anatomy of a Business Plan: A Step by Step Guide to Building a Business and Securing Your Company's Future'. Chicago: Out of Your Mind and into the Marketplace.

Norman, R. (1993). "From value chain to value constellation. Designing interactive strategy." Harvard Business Review 71(4), pp. 65-77.

Montgomery, (2010) China's Creative Industries: Copyright, Social Network Markets and the Business of Culture in a Digital Age. Aldershot: Edward Elgar Publishing.

Fischer, Felix & Schmidt, Katja & Lehmann, Stephan. (2013). The Art of Pitching an Investor The Role of Communication within an Elevator Pitch and a Derivation of Entrepreneurial Personas.

Colin Clark (2008) The impact of entrepreneurs' oral ‘pitch’ presentation skills on business angels' initial screening investment decisions, Venture Capital, 10:3, 257-279, DOI: 10.1080/13691060802151945



The information on this page is indicative of the module that is currently on offer. The University constantly explores ways to enhance and improve its degree programmes and therefore reserves the right to make variations to the content and method of delivery of modules, and to discontinue modules, if such action is reasonably considered to be necessary. In some instances it may be appropriate for the University to notify and consult with affected students about module changes in accordance with the University's policy on the Approval of Modifications to Existing Taught Programmes of Study.