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Course 2016-2017 a.y.

30380 - THE GLOBAL INDUSTRY OF IMAGINARIES


CLEACC
Department of Management and Technology

Course taught in English


Go to class group/s: 31

CLEACC (6 credits - II sem. - OBS  |  SECS-P/10)
Course Director:
SIMONE AUTERA

Classes: 31 (II sem.)
Instructors:
Class 31: SIMONE AUTERA


Course Objectives
In this course, we examine some of the critical features that structure the global industry of imaginaries with a particular focus on filmed entertainment (including film, series, digital entertainment, video games, and advertising). We discuss what drives the emergence of global cultural markets and shape their evolution. We  also document and analyze the principles guiding firm-level strategies in this increasingly competitive arena.
Although we adopt a global perspective, we also investigate the importance of national and regional specificities, and discuss how the local coexist and interact with the global.
The course is primarily designed for students who wish to pursue a career in international filmed entertainment industries, or who are planning to work in or create companies that advise or support the sector. It may also be of interest to students seeking to advance their knowledge of strategy and management in the context of a challenging, rapidly changing, and increasingly globalized and digital environment.

Course Content Summary
I have three main goals for the course. First, I intend to help you develop a nuanced and critical understanding of the economic properties and operating principles that drive the global industry of imaginaries. Second, I wish to highlight some of the strategies firms in the industry can use to address these specifics and what drives competitive advantage in these sectors. Third, I hope to improve your understanding of the way digital technologies are reshaping the industry of imagineries, pushing its boundaries, and driving industry growth at the global scale.
Topics covered in class  include (examples):
  • Filmed entertainment economics
  • The evolution of the global entertainment industry
  • The rise of stars and celebrities
  • Festival and awards
  • Understanding box office performance
  • Storytelling and narrative realms
  • Decision-making in global entertainment industry
  • Financing
  • Film-making
  • Distributing and marketing
  • The design of blockbuster strategies
  • The exhibition business
  • The emergence of grass-root cultural industries
  • Digital platforms

Detailed Description of Assessment Methods
For Attending students:
Grading is based on one or more team project(s) (50%) and a final written exam (50%). Class participation will be accounted and positively or negatively affect the final grade (+2/-2 points).

For Non-attending students:
Grading is based on a final written exam (100%).

Textbooks
Exam textbooks will be available at the beginning of the course.
Last change 25/05/2016 17:48