University certificate
The world's largest faculty of video games”
Why study at TECH?
Video game companies require effective and capable leaders. Become one of them thanks to this Postgraduate diploma"
Video games are entertainment products that dazzle gamers around the world. Due to the rapid technological evolution that this sector has undergone, thanks in part also to its economic success, titles are increasingly demanding and complex to produce, requiring capable and effective leadership figures.
This is because the field of video games must contemplate aspects such as intellectual property, since it is common in the industry to patent certain types of devices or even program codes. Equally important is the financial sustainability of the company and knowledge of the customer and their potential tastes.
To meet this potential demand TECHhas developed the following Postgraduate diploma in Creative Industries Management, which provides students with all the necessary knowledge to assume the management of a company in the world of video games both from its economic branch as well as the legal and commercial branches.
A degree that has the advantage of being taught 100% online, making it easier for students to study by giving them the freedom to adapt all the syllabus and material to their own pace and needs.
The advance of video games is unstoppable. Keep pace with the industry with this TECH Postgraduate diploma”
This Postgraduate diploma in Creative Industries Management contains the most complete and up-to-date educational program on the market. The most important features of the program include:
- The development of case studies presented by experts in the management of creative companies
- The graphic, schematic and eminently practical contents of the book provide practical information on those disciplines that are essential for professional practice
- Practical exercises where self-assessment can be used 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
This Postgraduate diploma presents you with a unique opportunity to learn about Creative Industries Management in the field of Video Games”
The program’s teaching staff includes professionals from sector who contribute their work experience to this training program, as well as renowned specialists from leading societies and prestigious universities.
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 training programmed to train in real situations.
This program is designed around Problem-Based Learning, whereby the professional must try to solve the different professional practice situations that arise during the academic year. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.
You will know how to protect the intellectual property of your video games to strengthen the sagas and characters created by your company"
You will analyze the industry's customer market to adapt to their demands and needs"
Syllabus
TECH gives great freedom to its students to be able to adapt all the didactic content to their own needs. In addition, it is available for download at any time from the beginning of the Postgraduate diploma, so the student can review the syllabus from the comfort of any device with an internet connection. During this course, the student will learn about aspects related to legality, financial stability and consumers of creative businesses.
A program that will take you to the top of a multitude of companies that need someone with all the skills you will learn here"
Module 1. Protection of Creative and Intangible Products
1.1. Legal Protection of Intangible Assets
1.1.1. Intellectual Property
1.1.2. Industrial Property
1.1.3. Advertising Law
1.2. Intellectual Property I
1.2.1. Applicable Regulations
1.2.2. Relevant Aspects and Issues
1.2.3. Case Studies
1.3. Intellectual Property II
1.3.1. Intellectual Property Registration
1.3.2. Reservation of Rights Symbols and Other Means of Protection
1.3.2. Licenses for Content Dissemination
1.4. Intellectual Property III
1.4.1. Management Entities
1.4.2. The Intellectual Property Commission
1.4.3. Relevant Organizations
1.5. Industrial Property I: Branding
1.5.1. Applicable Regulations
1.5.2. Relevant Aspects and Issues
1.5.3. Real Applications
1.6. Industrial Property II: Industrial Designs
1.6.1. Applicable Regulations
1.6.2. Relevant Aspects and Issues
1.6.3. Legal Practice
1.7. Industrial Property III: Patents and Utility Models
1.7.1. Applicable Regulations
1.7.2. Relevant Aspects and Issues
1.7.3. Study Cases
1.8. Intellectual and Industrial Property: Practice
1.8.1. Intellectual Property vs. Industrial Property (Comparative Law)
1.8.2. Practical Issues in Conflict Resolution
1.8.3. Case Study: Steps to Follow
1.9. Advertising Law I
1.9.1. Applicable Regulations
1.9.2. Relevant Aspects and Issues
1.9.3. Jurisprudence in Advertising Matters
1.10. Advertising Law II
1.10.1. Advertising Self-Regulation
1.10.2. Self-Control
1.10.3. Advertising Jury
Module 2. Economic and Financial Management of Creative Companies
2.1. The Necessary Economic Sustainability
2.1.1. The Financial Structure of a Creative Company
2.1.2. Accounting in a Creative Company
2.1.3. Triple Balance
2.2. Revenues and Expenses of today's Creative Businesses
2.2.1. Accounting of Costs
2.2.2. Type of Costs
2.2.3. Cost Allocation
2.3. Types of Profit in the Company
2.3.1. Contribution Margin
2.3.2. Break-even Point
2.3.3. Evaluation of Alternatives
2.4. Investment in the Creative Sector
2.4.1. Investment in the Creative Industry
2.4.2. Investment Appraisal
2.4.3. The VAN Method: Net Present Value
2.5. Profitability in the Creative Industry
2.5.1. Economic Profitability
2.5.2. Time Profitability
2.5.3. Financial Profitability
2.6. The Treasury Liquidity and Solvency
2.6.1. Cash Flow
2.6.2. Balance Sheet and Income Statement
2.6.3. Settlement and Leverage
2.7. Financing Formulas currently on the Creative Market
2.7.1. Venture Capital Funds
2.7.2. Business Angels
2.7.3. Calls for Proposals and Grants
2.8. Product Pricing in the Creative Industry
2.8.1. Pricing
2.8.2. Profit vs. Competition
2.8.3. Pricing Strategy
2.9. Pricing Strategy in the Creative Sector
2.9.1. Types of Pricing Strategies
2.9.2. Advantages
2.9.3. Disadvantages
2.10. Operational Budgets
2.10.1. Tools of Strategic Planning
2.10.2. Elements Included in the Operational Budget
2.10.3. Development and Execution of the Operational Budge
Module 3. Consumer or User Management in Creative Businesses
3.1. The User in the Current Context
3.1.1. Consumer Change in Recent Times
3.1.2. The Importance of Research
3.1.3. Trend Analysis
3.2. Strategy with the Focus on the Individual
3.2.1. Human Centric Strategy
3.2.2. Keys and Benefits of Being Human Centric
3.2.3. Success Stories
3.3. Data on the Human Centric Strategy
3.3.1. Data on the Human Centric Strategy
3.3.2. The Value of Data
3.3.3. 360º View of the Customer
3.4. Implementation of the Human Centric Strategy in the Creative Industry
3.4.1. Transformation of Dispersed Information into Customer Knowledge
3.4.2. Opportunity Analysis
3.4.3. Maximization Strategies and Initiatives
3.5. Human Centric Methodology
3.5.1. From Research to Prototyping
3.5.2. Double Diamond Model: Process and Phases
3.5.3. Tools
3.6. Design Thinking
3.6.1. Design Thinking
3.6.2. Methodology
3.6.3. The Techniques and Tools of Design Thinking
3.7. Brand Positioning in the User's Mind
3.7.1. Positioning Analysis
3.7.2. Typology
3.7.3. Methodology and Tools
3.8. User Insights in Creative Businesses
3.8.1. User Insights and Their Importance
3.8.2. Customer Journey and the Relevance of the Journey Map
3.8.3. Research Techniques
3.9. User Profiling (Archetypes and Buyer Persona)
3.9.1. Archetypes
3.9.2. Buyer persona
3.9.3. Methodology of Analysis
3.10. Research Resources and Techniques
3.10.1. Techniques in Context
3.10.2. Visualization and Creation Techniques
3.10.3. Voice Contrast Techniques
You will be the best possible leader for the video game companies you choose to lead"
Postgraduate Diploma in Creative Industries Management
The correct business management is essential for the success of any company, for this reason, it is essential that professionals update their knowledge to respond with solvency to the challenges imposed by the economic market. The Postgraduate Diploma in Creative Industries Management of TECH Global University is structured with the objective of providing an adequate possibility of educational qualification, since, we have evidenced a lack of professionals in the field of design. Our program provides high-quality content, which allows you to create an innovative conceptual background that will enable you to perform management processes, lead projects and manage staff optimally, leading the company to achieve its objectives.
Study a postgraduate program in creative industries management 100% online
This TECH program has sophisticated thematic axes, through which students will be properly instructed in topics related to economic management, product protection, consumer management and the importance of the user in companies, as well as other conceptual areas that will be essential to consolidate with the best technical and theoretical skills. In addition, throughout the course we will confront the students with simulated case studies, which will be very useful to improve their analytical skills, while preparing them for the possible challenges they will face during their work experience.