University certificate
The world's largest faculty of video games”
Description
Your leadership will be able to take the video game companies you work for to the top"Â
The video game industry is complex, as despite being a booming sector with millions of buyers around the world competitiveness is incredibly high. This is in addition to the technical characteristics of the sector, such as the different platforms on which to launch titles (consoles, mobiles or computers) as well as the work tools that are constantly being updated.
In addition, there is the difficulty of the creative process involved in developing a video game, as it involves various design, animation, modeling and art departments that must be well coordinated and with a good workflow to ensure that deadlines and objectives are met.Â
Because of this, TECH has developed this Professional master’s degree MBA in Creative Business Management to guide all professionals in the video game industry who want to focus their careers on the management and coordination of industries in this sector. The student will learn during the teaching all the vicissitudes of video game companies, as well as advanced management methodology to be able to successfully lead any kind of project.Â
It is an education that can also be learned 100% online, which gives the student the necessary flexibility to study the didactic material at their own pace and adjusted to their own personal obligations.Â
Take the opportunity to manage companies in the video game industry with the help of 10 Masterclasses from a prestigious international expert"Â
This MBA in Creative Business Management contains the most complete and up-to-date program on the market. The most important features include:Â
- The development of case studies presented by experts in Business Management
- The graphic, schematic, and practical contents with which they are created, provide practical information on the disciplines that are essential for professional practice
- Practical exercises where the self-assessment process can be carried out to improve learning
- Special emphasis on innovative methodologies in the management of creative enterprises
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
It is committed to a sector in continuous growth and directs the most powerful companies"
The program’s teaching staff includes professionals from the sector who contribute their work experience to this training program, as well as renowned specialists from leading societies and prestigious universities. Â
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide immersive education programmed to prepare for real situations. Â
This program is designed around Problem-Based Learning, whereby the professional must try to solve the different professional practice situations that arise during the course. For this purpose, the students will be assisted by an innovative interactive video system created by renowned and experienced experts. Â Â
You will be able to effectively coordinate a multitude of work teams related to video games"
TECH gives you all the necessary facilities to study the degree at your own pace"
Syllabus
The content of this MBA in Creative Business Management at TECH is structured in a series of modules with clear and concise content, which facilitates the student's acquisition of all available knowledge. The student will be able to learn about a completely innovative field such as creative business leadership, with advanced management methodologies and techniques applicable to the field of video games.Â
You will achieve the management positions that you propose within the industry thanks to the teachings of this degree" Â
Module 1. New Creative Industries
1.1. New Creative Industries
1.1.1. From the Cultural Industry to the Creative Industry
1.1.2. Today's Creative Industries
1.1.3. Activities and Sectors that make up the Creative Industries
1.2. Economic Importance of the Creative Industries Today
1.2.1. Contribution
1.2.2. Drivers of Growth and Change
1.2.3. Job Outlook in the Creative Industries
1.3. New Global Context of the Creative Industries
1.3.1. Radiography of the Creative Industries in the World
1.3.2. Sources of Financing for the Creative Industries in each Country
1.3.3. Case Studies: Management Models and Public Policies
1.4. Natural and Cultural Heritage
1.4.1. Historical and Cultural Heritage
1.4.2. By-products and Services for Museum, Archaeological and Historical Sites and Cultural Landscapes
1.4.3. Intangible Cultural Heritage
1.5. Visual Arts
1.5.1. Plastic Arts
1.5.2. Photography
1.5.3. Crafts
1.6. Performing Arts
1.6.1. Theater and Dance
1.6.2. Music and Festivals
1.6.3. Fairs and Circuses
1.7. Audiovisual Media
1.7.1. Movies, TV and Audiovisual Content
1.7.2. Radio, Podcasts and Audio Content
1.7.3. Video Games
1.8. Current Publications
1.8.1. Literature, Essays and Poetry
1.8.2. Publishers
1.8.3. Press
1.9. Creative Services
1.9.1. Design and Fashion
1.9.2. Architecture and Landscaping
1.9.3. Advertising
1.10. Connections of the Creative Economy or Orange Economy
1.10.1. Cascade Model - Concentric Circles
1.10.2. Creative, Production and Knowledge Spillovers
1.10.3. Culture at the Service of the Creative Economy
Module 2. Protection of Creative and Intangible Products
2.1. Legal Protection of Intangible Assets
2.1.1. Intellectual Property
2.1.2. Industrial Property
2.1.3. Advertising Law
2.2. Intellectual Property I
2.2.1. Applicable Regulations
2.2.2. Relevant Aspects and Issues
2.2.3. Case Studies
2.3. Intellectual Property II
2.3.1. Intellectual Property Registration
2.3.2. Reservation of Rights Symbols and Other Means of Protection
2.3.2. Licenses for Content Dissemination
2.4. Intellectual Property III
2.4.1. Management Entities
2.4.2. The Intellectual Property Commission
2.4.3. Relevant Organizations
2.5. Industrial Property I: Branding.
2.5.1. Applicable Regulations
2.5.2. Relevant Aspects and Issues
2.5.3. Real Applications
2.6. Industrial Property II: Industrial Designs
2.6.1. Applicable Regulations
2.6.2. Relevant Aspects and Issues
2.6.3. Legal Practice
2.7. Industrial Property III: Patents and Utility Models
2.7.1. Applicable Regulations
2.7.2. Relevant Aspects and Issues
2.7.3. Study Cases
2.8. Intellectual and Industrial Property: Practice
2.8.1. Intellectual Property vs. Industrial Property (Comparative Law)
2.8.2. Practical Issues in Conflict Resolution
2.8.3. Case Study: Steps to Follow
2.9. Advertising Law I
2.9.1. Applicable Regulations
2.9.2. Relevant Aspects and Issues
2.9.3. Jurisprudence in Advertising Matters
2.10. Advertising Law II
2.10.1. Advertising Self-Regulation
2.10.2. Self Control
2.10.3. Advertising Jury
Module 3. Economic and Financial Management of Creative Companies
3.1. The Necessary Economic Sustainability
3.1.1. The Financial Structure of a Creative Company
3.1.2. Accounting in a Creative Company
3.1.3. Triple Balance
3.2. Revenues and Expenses of Today's Creative Businesses
3.2.1. Accounting of Costs
3.2.2. Type of Costs
3.2.3. Cost Allocation
3.3. Types of Profit in the Company
3.3.1. Contribution Margin
3.3.2. Break-even Point
3.3.3. Evaluation of Alternatives
3.4. Investment in the Creative Sector
3.4.1. Investment in the Creative Industry
3.4.2. Investment Appraisal
3.4.3. The Van Method: Net Present Value
3.5. Profitability in the Creative Industry
3.5.1. Economic Profitability
3.5.2. Time Profitability
3.5.3. Financial Profitability
3.6. The Treasury Liquidity and Solvency
3.6.1. Cash Flow
3.6.2. Balance Sheet and Income Statement
3.6.3. Settlement and Leverage
3.7. Financing Formulas Currently on the Creative Market
3.7.1. Venture Capital Funds
3.7.2. Business Angels.
3.7.3. Calls for Proposals and Grants
3.8. Product Pricing in the Creative Industry
3.8.1. Pricing
3.8.2. Profit vs. Competition
3.8.3. Pricing Strategy
3.9. Pricing Strategy in the Creative Sector
3.9.1. Types of Pricing Strategies
3.9.2. Advantages
3.9.3. Disadvantages
3.10. Operational Budgets
3.10.1. Tools of Strategic Planning
3.10.2. Elements Included in the Operational Budget
3.10.3. Development and Execution of the Operational Budget
Module 4. Future Thinking: How to Transform Today from Tomorrow?
4.1. Future Thinking Methodology
4.1.1. Future Thinking
4.1.2. Benefits of using this Methodology
4.1.3. The Role of the "Futurist" in the Creative Enterprise
4.2. Signs of Change
4.2.1. The Sign of Change
4.2.2. Identification of the Signs of Change
4.2.3. Interpretation of the Signs
4.3. Types of Futures
4.3.1. Journey to the Past
4.3.2. The Four Types of Futures
4.3.3. Application of the Methodology Future Thinking in the Workplace
4.4. Future Forecasting
4.4.1. Searching for Drivers
4.4.2. How to Create a Forecast for the Future?
4.4.3. How to Design a Future Scenario?
4.5. Mental Stimulation Techniques
4.5.1. Past, Future and Empathy
4.5.2. Facts Vs Experience
4.5.3. Alternative Routes
4.6. Collaborative Forecasting
4.6.1. The Future as a Game
4.6.2. Future Wheel
4.6.3. The Future from Different Approaches
4.7. Epic Victories
4.7.1. From Discovery to the Innovation Proposal
4.7.2. The Epic Victory
4.7.3. Fairness in the Game of the Future
4.8. Preferred Futures
4.8.1. The Preferred Future
4.8.2. Techniques
4.8.3. Working Backwards from the Future
4.9. From Prediction to Action
4.9.1. Images of the Future
4.9.2. Artifacts of the Future
4.9.3. Roadmap
4.10. ODS. A Global and Multidisciplinary Vision of the Future ODS
4.10.1. Sustainable Development as a Global Goal
4.10.2. Human Management in Nature
4.10.3. Social Sustainability
Module 5. Consumer or User Management in Creative Businesses
5.1. Â The User in the Current Context
5.1.1. Consumer Change in Recent Times
5.1.2. The Importance of Research
5.1.3. Trend Analysis
5.2. Strategy with the Focus on the Individual
5.2.1. Human Centric Strategy
5.2.2. Keys and Benefits of Being Human Centric
5.2.3. Success Stories
5.3. Data on the Human Centric Strategy
5.3.1. Data on the Human Centric Strategy
5.3.2. The Value of the Data
5.3.3. 360º View of the Customer
5.4. Implementation of the Human Centric Strategy in the Creative Industry
5.4.1. Transformation of Dispersed Information into Customer Knowledge
5.4.2. Opportunity Analysis
5.4.3. Maximization Strategies and Initiatives
5.5. Human Centric Methodology
5.5.1. From Research to Prototyping
5.5.2. Double Diamond Model: Process and Phases
5.5.3. Tools
5.6. Design Thinking
5.6.1. Design Thinking
5.6.2. Methodology
5.6.3. The Techniques and Tools of Design Thinking
5.7. Brand Positioning in the User's Mind
5.7.1. Positioning Analysis
5.7.2. Typology
5.7.3. Methodology and Tools
5.8. User Insights in Creative Businesses
5.8.1. Insights and their Importance
5.8.2. Customer Journey and the Relevance of the Journey Map
5.8.3. Research Techniques
5.9. User Profiling (Archetypes and Buyer Persona)
5.9.1. Archetypes
5.9.2. Buyer Persona
5.9.3. Methodology of Analysis
5.10. Research Resources and Techniques
5.10.1. Techniques in Context
5.10.2. Â Visualization and Creation Techniques
5.10.3. Â Voice Contrast Techniques
Module 6. Creative Branding: Communication and Management of Creative Brands
6.1. Brands and Branding
6.1.1. The Brands
6.1.2. The Evolution of Branding
6.1.3. Positioning, Brand Personality, Notoriety
6.2. Brand Building
6.2.1. Marketing Mix
6.2.2. Brand Architecture
6.2.3. Brand Identity
6.3. Brand Expression
6.3.1. Graphic Identity
6.3.2. Visual Expression
6.3.3. Other Elements that Reflect the Brand
6.4. Communication
6.4.1. Focuses
6.4.2. Brand Touchpoints
6.4.3. Communication Techniques and Tools
6.5. Branded Content
6.5.1. From Brands to Entertainment Platforms
6.5.2. The Rise of Branded Content
6.5.3. Connecting with the Audience through Unique Storytelling
6.6. Visual Storytelling
6.6.1. Brand Analysis
6.6.2. Creative Advertising Concepts
6.6.3. The Creative Fan
6.7. Customer Experience
6.7.1. Customer Experience (CX)
6.7.2. Customer Journey
6.7.3. Brand Alignment and CX
6.8. Strategic Planning
6.8.1. Objectives
6.8.2. Identification of Audiences and Insights
6.8.3. Designing the Corporate Strategy
6.9. Performance
6.9.1. Briefing
6.9.2. Tactics
6.9.3. Production Plan
6.10. Assessment
6.10.1. What to Evaluate?
6.10.2. How to Evaluate (Measurement Tools)
6.10.3. Results Reports
Module 7. Leadership and Innovation in Creative Industries
7.1. Creativity Applied to Industry
7.1.1. Creative Expression
7.1.2. Creative Resources
7.1.3. Creative Techniques
7.2. The New Innovative Culture
7.2.1. The Context of the Innovation
7.2.2. Why does Innovation Fail?
7.2.3. Academic Theories
7.3. Innovation Dimensions and Levers
7.3.1. The Plans or Dimensions of Innovation
7.3.2. Attitudes for Innovation
7.3.3. Intrapreneurship and Technology
7.4. Constraints and Obstacles to Innovation in the Creative Industry
7.4.1. Personal and Group Restrictions
7.4.2. Social Constraints and Organizations
7.4.3. Industrial and Technological Restrictions
7.5. Closed Innovation and Open Innovation
7.5.1. From Closed Innovation to Open Innovation
7.5.2. Practical Classes to Implement Open Innovation
7.5.3. Experiences of Open Innovation in Companies
7.6. Innovative Business Models in Creative Industries
7.6.1. Business Trends in the Creative Economy
7.6.2. Study Cases
7.6.3. Sector Revolution
7.7. Leading and Managing an Innovation Strategy
7.7.1. Boosting Adoption
7.7.2. Leading the Process
7.7.3. Portfolio Maps
7.8. Financing Innovation
7.8.1. CFO: Venture Capital Investor
7.8.2. Dynamic Financing
7.8.3. Response to the Challenges
7.9. Hybridization: Innovating in the Creative Economy
7.9.1. Intersection of Sectors
7.9.2. Generation of Disruptive Solutions
7.9.3. The Medici Effect
7.10. New Creative and Innovative Ecosystems
7.10.1. Generation of Innovative Environments
7.10.2. Creativity as a Lifestyle
7.10.3. Icosystems
Module 8. Digital Transformation in the Creative Industry
8.1. Digital Future of the Creative Industry
8.1.1. Digital Transformation
8.1.2. Situation of the Sector and its Comparison
8.1.3. Future Challenges
8.2. Fourth Industrial Revolution
8.2.1. Industrial Revolution
8.2.2. Application
8.2.3. Impacts
8.3. Digital Enablers for Growth
8.3.1. Operational Effectiveness, Acceleration and Improvement
8.3.2. Continuous Digital Transformation
8.3.3. Solutions and Services for the Creative Industries
8.4. The Application of Big Data to the Enterprise
8.4.1. Data Value
8.4.2. Data in Decision-Making
8.4.3. Data Driven Company
8.5. Cognitive Technology
8.5.1. AI and  Digital Interaction
8.5.2. IoT and Robotics
8.5.3. Other Digital Training
8.6. Uses and Applications of Blockchain Technology
8.6.1. Blockchain
8.6.2. Value for the Creative Industry Sector
8.6.3. Transaction Versatility
8.7. Omnichannel and Transmedia Development
8.7.1. Impacts in the Sector
8.7.2. Challenge Analysis
8.7.3. Evolution
8.8. Entrepreneurship Ecosystems
8.8.1. The Role of Innovation and Venture Capital
8.8.2. The Start-up Ecosystem and the Agents that comprise it
8.8.3. How to Maximize the Relationship between the Creative Agent and the Start-up?
8.9. New Disruptive Business Models.
8.9.1. Marketing-based (Platforms and Marketplaces)
8.9.2. Service-Based (Freemium, Premium or Subscription Models)
8.9.3. Community-Based (from Crowdfunding, Social Networking or Blogging)
8.10. Methodologies to Promote a Culture of Innovation in the Creative Industries
8.10.1. Blue Ocean Innovation Strategy
8.10.2. Lean Start-up Innovation Strategy
8.10.3. Agile Innovation Strategy
Module 9. New Digital Marketing Strategies
9.1. Technology and Audiences
9.1.1. Digital Strategy and Differences between User Types
9.1.2. Target Audience, Exclusionary Factors and Generations
9.1.3. The Ideal Costumer Profile (ICP) and Buyer Persona
9.2. Digital Analytics for Diagnostics
9.2.1. Analytics prior to the Digital Strategy
9.2.2. Moment 0
9.2.3. KPIs and Metrics, Typologies, Classification according to Methodologies
9.3. E-Entertainment: the Impact of E-Commerce in the Entertainment Industry
9.3.1. e-Commerce, Typologies and Platforms
9.3.2. The Importance of Web Design: UX and UI
9.3.3. Optimization of Online Space: Minimum Requirements
9.4. Social Media and Influencer Marketing
9.4.1. Impact and Evolution of Network Marketing
9.4.2. Persuasion, Keys to Content and Viral Actions
9.4.3. Planning Campaigns for  Social Marketing and Influencer Marketing
9.5. Mobile Marketing
9.5.1. Mobile User
9.5.2. Mobile Web and Apps
9.5.3. Mobile Marketing Actions
9.6. Advertising in Online Environments
9.6.1. Advertising in Social Networks and Objectives of the Social Ads
9.6.2. The Conversion Funnel or Purchase Funnel: Categories
9.6.3. Social Ads Platforms
9.7. The Inbound Marketing Methodology
9.7.1. Social Selling, Key Pillars and Strategy
9.7.2. The CRM Platform in a Digital Strategy
9.7.3. Inbound Marketing or Attraction Marketing: Actions and SEO
9.8. Automization of Marketing
9.8.1. Â Email Marketing and Email Typology
9.8.2. Email Marketing Automation, Applications, Platforms and Advantages
9.8.3. The Emergence of Bot & Chatbot Marketing: Typology and Platforms
9.9. Data Management Tools
9.9.1. CRM in Digital Strategy, Typologies and Applications, Platforms and Trends
9.9.2. Big Data Big Data, Business Analytics and Business Intelligence
9.9.3. Big Data, Artificial Intelligence and Data Science
9.10. Measuring Profitability
9.10.1. ROI: the Definition of Return on Investment and ROI vs. ROAS
9.10.2. ROI Optimization
9.10.3. Key Metrics
Module 10. Entrepreneurship in the Creative Industries
10.1. The Entrepreneurial Project
10.1.1. Entrepreneurship, Types and Life Cycle
10.1.2. Entrepreneur Profile
10.1.3. Topics of Interest for Entrepreneurship
10.2. Personal Leadership
10.2.1. Self-Knowledge
10.2.2. Entrepreneurial Skills
10.2.2. Development of Entrepreneurial Leadership Skills and Abilities
10.3. Identification of Innovative and Entrepreneurial Opportunities
10.3.1. Analysis of Megatrends and Competitive Forces
10.3.2. Consumer Behavior and Demand Estimation
10.3.3. Evaluation of Business Opportunities
10.4. Business Idea Generation in the Creative Industry
10.4.1. Tools for the Generation of Ideas: Brainstorming, Mind Maps, Drawstorming, etc.
10.4.2. Value Proposition Design: CANVAS, 5 w
10.4.3. Development of the Value Proposition
10.5. Prototyping and Validation
10.5.1. Prototype Development
10.5.2. Validation
10.5.3. Prototyping Adjustments
10.6. Business Model Design
10.6.1. The Business Model
10.6.2. Methodologies for the Creation of Business Models
10.6.3. Business Model Design for Proposed Idea
10.7. Team Leadership
10.7.1. Team Profiles according to Temperaments and Personality
10.7.2. Team Leadership Skills
10.7.3. Teamwork Methods
10.8. Cultural Markets
10.8.1. Nature of Cultural Markets
10.8.2. Types of Cultural Markets
10.8.3. Identification of Local Cultural Markets
10.9. Marketing Plan and Personal Branding
10.9.1. Projection of the Personal and Entrepreneurial Project
10.9.2. Short- and Medium-Term Strategic Plan
10.9.3. Variables for Measuring Success
10.10. Sales Pitch
10.10.1. Project Presentation for Investors
10.10.2. Development of Attractive Presentations
10.10.3. Development of Effective Communication Skills
Module 11. Leadership, Ethics and Social Responsibility in Companies
11.1. Globalization and Governance
11.1.1. Governance and Corporate Governance
11.1.2. The Fundamentals of Corporate Governance in Companies
11.1.3. The Role of the Board of Directors in the Corporate Governance Framework
11.2. Â Leadership
11.2.1. Leadership. A Conceptual Approach
11.2.2. Leadership in Companies
11.2.3. The Importance of Leaders in Business Management
11.3. Cross-Cultural Management
11.3.1. Concept of Cross-Cultural Management
11.3.2. Contributions to the Knowledge of National Cultures
11.3.3. Diversity Management
11.4. Management and Leadership Development
11.4.1. Concept of Management Development
11.4.2. Concept of Leadership
11.4.3. Leadership Theories
11.4.4. Leadership Styles
11.4.5. Intelligence in Leadership
11.4.6. The Challenges of Today's Leader
11.5. Business Ethics
11.5.1. Ethics and Morality
11.5.2. Business Ethics
11.5.3. Leadership and Ethics in Companies
11.6. Sustainability
11.6.1. Sustainability and Sustainable Development
11.6.2. The 2030 Agenda
11.6.3. Sustainable Companies
11.7. Corporate Social Responsibility
11.7.1. International Dimensions of Corporate Social Responsibility
11.7.2. Implementing Corporate Social Responsibility
11.7.3. The Impact and Measurement of Corporate Social Responsibility
11.8. Responsible Management Systems and Tools
11.8.1. CSR: Corporate Social Responsibility
11.8.2. Essential Aspects for Implementing a Responsible Management Strategy
11.8.3. Steps for the Implementation of a Corporate Social Responsibility Management System
11.8.4. Tools and Standards of CSR
11.9. Multinationals and Human Rights
11.9.1. Globalization, Multinational Corporations and Human Rights
11.9.2. Multinational Corporations and International Law
11.9.3. Legal Instruments for Multinationals in the Field of Human Rights
11.10. Legal Environment and Corporate Governance
11.10.1. International Rules on Importation and Exportation
11.10.2. Intellectual and Industrial Property
11.10.3. International Labor Law
Module 12. People and Talent Management
12.1. Strategic People Management
12.1.1. Strategic Human Resources Management
12.1.2. Strategic People Management
12.2. Human Resources Management by Competencies
12.2.1. Analysis of the Potential
12.2.2. Remuneration Policy
12.2.3. Career/Succession Planning
12.3. Performance Evaluation and Performance Management
12.3.1. Performance Management
12.3.2. Performance Management: Objectives and Process
12.4. Innovation in Talent and People Management
12.4.1. Strategic Talent Management Models
12.4.2. Talent Identification, Training and Development
12.4.3. Loyalty and Retention
12.5. Proactivity and Innovation Motivation
12.5.1. The Nature of Motivation
12.5.2. Expectations Theory
12.5.3. Needs Theory
12.5.4. Motivation and Financial Compensation
12.6. Developing High Performance Teams
12.6.1. High-Performance Teams: Self-Managing Teams
12.6.2. Methodologies for Managing High Performance Self-Managed Teams
12.7. Change Management
12.7.1. Change Management
12.7.2. Types of Change Management Processes
12.7.3. Stages or Phases in Change Management
12.8. Negotiation and Conflict Management
12.8.1. Negotiation
12.8.2. Conflict Management
12.8.3. Crisis Management
12.9. Executive Communication
12.9.1. Internal and External Communication in the Business Environment
12.9.2. Communication Departments
12.9.3. The Head of Communication of the Company. The Profile of the Dircom
12.10. Productivity, Attraction, Retention and Activation of Talent
12.10.1. Productivity
12.10.2. Talent Attraction and Retention Levers
Module 13. Economic and Financial Management
13.1. Economic Environment
13.1.1. Macroeconomic Environment and the National Financial System
13.1.2. Financial Institutions
13.1.3. Financial Markets
13.1.4. Financial Assets
13.1.5. Other Financial Sector Entities
13.2. Executive Accounting
13.2.1. Basic Concepts
13.2.2. The Company's Assets
13.2.3. The Company's Liabilities
13.2.4. The Company's Net Worth
13.2.5. The Income Statement
13.3. Information Systems and Business Intelligence
13.3.1. Fundamentals and Classification
13.3.2. Cost Allocation Phases and Methods
13.3.3. Choice of Cost Center and Impact
13.4. Budget and Management Control
13.4.1. The Budgetary Model
13.4.2. The Capital Budget
13.4.3. The Operating Budget
13.4.5. The Cash Budget
13.4.6. Budget Monitoring
13.5. Financial Management
13.5.1. The Company's Financial Decisions
13.5.2. The Financial Department
13.5.3. Cash Surpluses
13.5.4. Risks Associated with Financial Management
13.5.5. Risk Management of the Financial Management
13.6. Financial Planning
13.6.1. Definition of Financial Planning
13.6.2. Actions to Be Taken in Financial Planning
13.6.3. Creation and Establishment of the Business Strategy
13.6.4. The Cash Flow Chart
13.6.5. The Working Capital Chart
13.7. Corporate Financial Strategy
13.7.1. Corporate Strategy and Sources of Financing
13.7.2. Corporate Financing Financial Products
13.8. Strategic Financing
13.8.1. Self-financing
13.8.2. Increase in Shareholder's Equity
13.8.3. Hybrid Resources
13.8.4. Financing through Intermediaries
13.9. Financial Analysis and Planning
13.9.1. Analysis of the Balance Sheet
13.9.2. Analysis of the Income Statement
13.9.3. Profitability Analysis
13.10. Analyzing and Solving Cases/Problems
13.10.1. Financial Information on Industria de Diseño y Textil, S.A. (INDITEX)
Module 14. Executive Management
14.1. General Management
14.1.1. The Concept of General Management
14.1.2. The Role of the CEO
14.1.3. The CEO and their Responsibilities
14.1.4. Transforming the Work of Management
14.2. Manager Functions: Organizational Culture and Approaches
14.2.1. Manager Functions: Organizational Culture and Approaches
14.3. Operations Management
14.3.1. The Importance of Management
14.3.2. Value Chain
14.3.3. Quality Management
14.4. Public Speaking and Spokesperson Education
14.4.1. Interpersonal Communication
14.4.2. Communication Skills and Influence
14.4.3. Communication Barriers
14.5. Personal and Organizational Communication Tools
14.5.1. Interpersonal Communication
14.5.2. Interpersonal Communication Tools
14.5.3. Communication in the Organization
14.5.4. Tools in the Organization
14.6. Communication in Crisis Situations
14.6.1. Crisis
14.6.2. Phases of the Crisis
14.6.3. Messages: Contents and Moments
14.7. Preparation of a Crisis Plan
14.7.1. Analysis of Possible Problems
14.7.2. Planning
14.7.3. Adequacy of Personnel
14.8. Emotional Intelligence
14.8.1. Emotional Intelligence and Communication
14.8.2. Assertiveness, Empathy, and Active Listening
14.8.3. Self- Esteem and Emotional Communication
14.9. Personal Branding
14.9.1. Strategies for Personal Brand Development
14.9.2. Personal Branding Laws
14.9.3. Tools for Creating Personal Brands
14.10. Leadership and Team Management
14.10.1. Leadership and Leadership Styles
14.10.2. Leadership Skills and Challenges
14.10.3. Managing Change Processes
14.10.4. Managing Multicultural Teams
An academic experience that will be fundamental to improve your training in this professional field"
Professional Master's Degree in Creative Business Management
The recognition of the creative industry in the global market is not alien to leaders in marketing and advertising. The ability it has to enhance economic and social development is increasing hand in hand with the generation of job offers, new production spaces and, above all, the artistic promotion that is in each of the contents offered by this field of work. TECH Global University, thinking about the needs demanded by the industry sector, has designed the Professional Master's Degree MBA in Creative Business Management for design professionals who wish to obtain a higher qualification and gain mastery of all the necessary subjects for project management in the new context of the creative industries.
Get ready to run a company in TECH
The postgraduate program offered by the Faculty of Design trains the professional in specific knowledge to manage projects, generate business ideas, lead work teams and develop new digital marketing strategies, in addition to providing learning in strategic vision, financial accounting and all academic content that guarantees comprehensive training that responds to the needs that arise as a director and leader of a company. This program will allow the professional to venture into a totally innovative and changing field, thanks to the deployment of creativity and imagination in the new artistic and cultural productions as well as the technological advancement that we find in today's market.