University certificate
The world's largest faculty of video games”
Why study at TECH?
Your creativity will help you break into this new field of work"
Optimally managing an audiovisual product is a job that requires specialized knowledge of the transmission platform models that have emerged in recent years. As a result, video game designers can adapt their technology skills to benefit the industry.
Thus, the Postgraduate diploma in Audiovisual Product Management will provide students with training focused on the structuring of audiovisual companies, new business models in the field of communication and the main promotional strategies in the industry. All of them are essential concepts to face a new labor challenge, achieving a more attractive profile, adapted to the demands of the sector.
Because of the above, completing the degree will open the doors to a highly competitive professional market, which requires designers with an innovative perspective and exceptional creativity. In addition, their knowledge in animation will allow them to work in companies such as Pixar, Disney, Sony Pictures, which has specialized in recent years in the creation of animated products.
Your talent and skills are needed in the world of audiovisual production"
This Postgraduate diploma in Audiovisual Product Management contains the most complete and up-to-date educational program on the market. The most important features of the program include:
- Practical cases studies are presented by experts in Design
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
- Practical exercises where self-assessment can be used to improve learning
- Special emphasis on innovative methodologies in Audiovisual Product Management
- 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
Enter a new job market, making the most of your talent to create stories"
It includes, in its teaching staff, professionals belonging to the field of design, who bring to this program the experience of their work, as well as recognized specialists from prestigious societies and 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 an immersive training experience designed to train for real-life situations.
This program is designed around Problem Based Learning, whereby the student 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.
It studies in depth the challenges of the digital environment in the business models of journalistic companies"
Manages strategic, human, material and technical resources in an audiovisual business"
Syllabus
The syllabus of this degree includes all the indispensable knowledge for the student to gain access to a new job in the audiovisual industry. In this way, it will analyze the transformations that have taken place in the cultural sector in the supply and consumption of digital networks in their economic, political and socio-cultural aspects. The student will also learn the fundamental concepts that govern the distribution, marketing and diffusion of an audiovisual product in contemporary society.
This program will provide you with the knowledge you need to become a valuable professional in the industry"
Module 1. Structure of the Audiovisual System
1.1. An Introduction to Cultural Industries (C.I.)
1.1.1. Concepts of Culture. Culture-Communication
1.1.2. C.I. Theory and Evolution: Typology and Models
1.2. Film Industry I
1.2.1. Main Characteristics and Agents
1.2.2. Structure of the cinematographic System
1.3. Film Industry II
1.3.1. The U.S. Film Industry
1.3.2. Independent Production Companies
1.3.3. Problems and Debates in the Film Industry
1.4. Film Industry III
1.4.1. Film Regulation: State and Culture. Policies for the Protection and Promotion of Cinematography
1.4.2. Case Study
1.5. Television Industry I
1.5.1. Economic Television
1.5.2. Founder Models
1.5.3. TransformationS
1.6. Television Industry II
1.6.1. The U.S. Television Industry
1.6.2. Main Features
1.6.3. State Regulation
1.7. Television Industry III
1.7.1. Public Service Television in Europe
1.7.2. Crises and Debates
1.8. Axes of Change
1.8.1. New Processes in the Audiovisual Industry
1.8.2. Regulatory Discussions
1.9. Digital Terrestrial Television (DTT)
1.9.1. Role of the State and Experiences
1.9.2. The New Features of the Television System
1.10. New Operators in the Audiovisual Landscape
1.10.1. Service Platforms Over-The-Top (OTT)
1.10.2. Consequences of its Appearance
Module 2. Cultural Industries and New Communication Business Models
2.1. The Concepts of Culture, Economy, Communication, Technology, IC.
2.1.1. Culture, Economy and Communication
2.1.2. Cultural Industries
2.2. Technology, Communication and Culture
2.2.1. Craft Culture Commoditized
2.2.2. From Live Performance to Visual Arts
2.2.3. Museums and Heritage
2.3. The Major Sectors of the Cultural Industries
2.3.1. Editorial Products
2.3.2. The C.I. Flow
2.3.3. Hybrid Models
2.4. The Digital Era in the Cultural Industries
2.4.1. Digital Cultural Industries
2.4.2. New Models in the Digital Era
2.5. Digital Media and Media in the Digital Age
2.5.1. The Online Press Business
2.5.2. The Radio in the Digital Environment
2.5.3. Particularities of the Media in the Digital Age
2.6. Globalization and Diversity in Culture
2.6.1. Concentration, Internationalization and Globalization of Cultural Industries
2.6.2. The Struggle for Cultural Diversity
2.7. Cultural and Cooperation Policies
2.7.1. Cultural Policies
2.7.2. The Role of States and Country Regions
2.8. Musical Diversity in the Cloud
2.8.1. The Music Industry Today
2.8.2. Cloud
2.8.3. Latin/Iberoamerican Initiatives
2.9. Diversity in the Audiovisual Industry
2.9.1. From Pluralism to Diversity
2.9.2. Diversity, Culture and Communication
2.9.3. Conclusions and Suggestions
2.10. Audiovisual Diversity on the Internet
2.10.1. The Audiovisual System in the Internet Era
2.10.2. Television Offering and Diversity
2.10.3. Conclusions
Module 3. Management and Promotion of Audiovisual Products
3.1. Audiovisual Distribution
3.1.1. Introduction
3.1.2. Distribution Players
3.1.3. Marketing Products
3.1.4. The Fields of Audiovisual Distribution
3.1.5. National Distribution
3.1.6. International Distribution
3.2. Distribution Companies
3.2.1. Organizational Structures
3.2.2. Negotiation of the Distribution Contract
3.2.3. International Customers
3.3. Operating Windows, Contracts and International Sales
3.3.1. Operating Windows
3.3.2. International Distribution Contracts
3.3.3. International Sales
3.4. Film Marketing
3.4.1. Film Marketing
3.4.2. The Film Production Value Chain
3.4.3. Advertising Media at the Service of Promotion
3.4.4. Launching Tools
3.5. Market Research in Film
3.5.1. Introduction
3.5.2. Preproduction stage
3.5.3. Post-production Stage
3.5.4. Commercialization Stage
3.6. Social Networks and Film Promotion
3.6.1. Introduction
3.6.2. Promises and Limits of Social Networking
3.6.3. Objectives and Their Measurement
3.6.4. Promotion Calendar and Strategies
3.6.5. Interpreting What Networks Are Saying
3.7. Audiovisual Distribution on the Internet I
3.7.1. The New World of Audiovisual Distribution
3.7.2. The Internet Distribution Process
3.7.3. Products and Possibilities in the New Scenario
3.7.4. New Distribution Modes
3.8. Audiovisual Distribution on the Internet II
3.8.1. Keys to the New Scenario
3.8.2. The Dangers of Internet Distribution
3.8.3. Video on Demand (VOD) as a New Window for Distribution
3.9. New Spaces for Distribution
3.9.1. Introduction
3.9.2. The Netflix Revolution
3.10. Film Festivals
3.10.1. Introduction
3.10.2. The Role of Film Festivals in Distribution and Exhibition
Correctly managing Audiovisual Products will open doors to create new animations and video games"
Postgraduate Diploma in Audiovisual Product Management
The Postgraduate Diploma in Audiovisual Product Management of TECH Global University was designed by the best specialists in the field, thanks to this, students can access an innovative curriculum that will allow them to know the structures that make up the audiovisual system. Likewise, they will learn how to direct and innovate in the creation of new businesses, understanding the current market scenario. They will also obtain a critical and objective vision, which will allow them to make competent decisions to ensure the welfare and progress of both the company and its employees. On the other hand, the program will favor the acquisition of managerial skills, with emphasis on communication, which will be essential to establish optimal working relationships.
Specialize in managing audiovisual products
This postgraduate course in TECH has cutting-edge thematic axes, which will allow students to become qualified in topics related to the film industry, new business models, cultural policies, product promotion, among other topics of utmost importance to consolidate as a professional with the best technical and theoretical skills. In addition, throughout the course they will learn to identify problems with the creative processes, as well as in the internal mechanisms of the company, and based on this design an effective action plan, which delves into the core of the weaknesses and allows to achieve the desired objectives.