Course Syllabus

Creative Industries: Business, Innovation, Politics and Culture

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Creative Industries: Business, Innovation, Politics, and Culture, Semester Course

Semester & Location:

Spring 2020 - DIS Copenhagen

Type & Credits:

Elective Course - 3 credits

Major Disciplines:

Business, Management, Marketing

Faculty Member:

Peter Egebjerg-Rantzau

Program Director:

Susanne Goul Hovmand - sgh@dis.dk

Program Coordinator:

Alex Berlin - ab@dis.dk

Program Assistant:

Marissa Buffo - mbu@dis.dk

Time & Place:

Thursdays 14.50 - 17.45, N7-B11


Creativity, innovation and culture
are important factors for the competitiveness of not only companies, but also for nations and regions, particularly as we move from goods and service economies to “experience” economies. Digital technology has also had a massive impact on the commercial creative industries in recent years.

In this course, students will critically analyze and investigate questions about creativity’s role in the experience economy and the impact of digital technology in the creative process, distribution and sales of creative products.  The course will also explore how traditionally non-creative industry segments are starting to use creativity in communicating, marketing and adding value to their products and services.

The course is hands-on and participation based, enabling students to critically analyse and assess theories, examples, cases and trends from the creative industries. The course will have a multidisciplinary approach and through case studies focusing on selected sectors, explore and investigate the link between creativity, culture, innovation, markets and business.  The multi-disciplinary approach with literature from business, political science and cultural theory makes this course relevant and accessible also for non-business students. 

The course is for students from all disciplines and majors who wish to:

  • Engage in a collaborative learning environment in which participation and hands-on learning are fundamental
  • Gain new perspective on creative industries and how culture and business can collaborate
  • Pave a career path in the creative industries: media, sports, advertising, design etc.
  • Work in traditional business but apply the experience economy approach to make profits

Learning Objectives of Course

  • Understand the concept of “experience economy” – and where society, business, and consumers are going in the experience economy.
  • Understand how technology, new media, social media and the internet is opening up new opportunities in various markets, and also opening up totally new industries.
  • Understand how culture, creative industries, experience economy are important concepts shaping the world.
  • Understand unique aspects of the creative industries compared to traditional sectors- complexities, opportunities and future perspectives
  • Understand how government policy-makers work with the creative industries locally, nationally and globally
  • Gain insight on how to manage creativity and innovation and profit from these ideas
  • Understand the intersection of arts and business – the complexities and opportunities
  • Understand concept of the “creative class” and creative cities and creative clusters – and how they apply to companies, governments and citizens alike

As defined by the UK’s Department of Culture, Media and Sport, the creative industries are "…those activities which have their origin in individual creativity, skill and talent and which have a potential for wealth and job creation through the generation and exploitation of intellectual property". The Creative Industries thus include the following sectors:

-      Architecture

-      Design

-      Film, Video and other Audiovisual production

-      Games and Leisure Software

-      Live and Recorded Music

-      Crafts, Furniture

-      Venues (music, theatre etc.) & Sports

-      Theatre, Musicals and Live Entertainment

-      Television, Radio and Internet Broadcasting

-      Visual Arts

-      Fashion Clothing

-      Advertising

-      Literature and Publishing

-      Cultural heritage

Readings:

Please see course calendar for details about what to prepare for each class. Links and files will also be available through the calendar and syllabus. There is no textbook for this class.

Faculty: Peter Egebjerg-Rantzau

Master (Strategy, Organisation and Leadership; Copenhagen Business School, 2001), BA (Communication, Colorado State University, 1993). Previously employed as General Manager at From Function, Rosendahl A/S (2004-2006), International Brand Director at Pandora A/S (2006-2008), Joint CEO at Munio/Rainforest Protection Initiative (2008-2012), Head of Department at Profilrejser (2013-2014), Managing Director of Kinraden from 2014-2016. Currently Market Manager at Brydehuset as well as External Lecture at Copenhagen Business School. With DIS since 2015.

Expectations of Students

This class is for students who wish to be part of participative atmosphere and thus there is a large allotment of points given to the participation.

Classes are based on experiential learning, where the use of digital media and discussions (Questions, comments and suggestions both in class and online) will be applied in a workshop style environment.

Participation and field studies:

The course consists of 11 sessions and two field studies. Attendance is mandatory. Field studies will be relevant assignment topics for some of the students. Additional material will be distributed during the course.

The course includes two field studies to businesses in the creative sector in Denmark:

 

Course Policies

Laptops – Use of laptop computers is not allowed in class during lectures or presentations. The exception is students with accommodations. Laptops will, however, be needed for group work and other in-activities.Cell phones and other electronic devices should be turned off and put away.

Schedule – Schedule is subject to change if necessary with as much notice as possible.

Academic Regulations  

Please make sure to read the Academic Regulations on the DIS website. There you will find regulations on:

DIS - Study Abroad in Scandinavia - www.DISabroad.org

Requirements and evaluation:                                                         

Case based final paper 40% 
Participation/discussions 25% 
Midterm 20%
Assignments/quizzes 15%

 

DIS Group Merchandise Project

Overview

The group merchandise project for the creative industries class is an ''in- and out of class project'' working on a physical product to be finished during the course of the semester. The project entails working for a client -  DIS marketing. DIS marketing will choose one of the projects to be put in production and sold at DIS student life center.

Learning Objectives and Professional Development Benefits 

The objective is to give a feel of the complexities of working in a commercial creative environment, and to develop professional skills in a team environment, applying collaborative discovery and learning. Class members will also be evaluated on how well they share their discoveries and findings with the class as well as the DIS marketing department. The semester project provides the students real world experience in many aspects of the creative industries, allowing them to apply these skills in a future professional environment.

Important elements of the project and assigned roles

In order to finish the project satisfactorily it must include different important business elements including market research, business planning, design, product development, production, marketing and selling the physical product.

Students will be required to present the project to the DIS marketing department as well as the class at the end of the semester. The students must be able to field questions from DIS marketing as well as the class regarding their particular solution and product. The students will be graded on their ability to incorporate the necessary business elements into the solution, what they have learned, and their ability to share this to the rest of the class.

Case based final paper

Overview

In order to assess the students ability to use the theory, ideas and thoughts we have gone through during the semester, there will be a case based final paper to be handed in at the end of the semester. The paper will be individual and based on a case handed out towards the end of the semester.

The students will be graded on their ability to use theory and apply it in a practical setting.

Learning Objectives and Professional Development Benefits 

The objective of the case based paper is to provide the students with the benefit of solving a potential real life challenge of a company working in one of the creative sectors. It also obliges the students to assess and analyze a sector using theory as well as practical examples in order to create the most fitting solution to the problem. The ability to problem solve and present the solution in a convincing manner will greatly benefit the student in a real life professional setting.

Course Summary:

Date Details Due