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Marketing and Management in the Entertainment Industry


Dozent/in Prof. Dr. Leif Brandes
Veranstaltungsart Vorlesung/Seminar
Code FS241263
Semester Frühjahrssemester 2024
Durchführender Fachbereich Wirtschaftswissenschaften
Studienstufe Master
Termin/e Do, 22.02.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 29.02.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 07.03.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 14.03.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 21.03.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 28.03.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 11.04.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 18.04.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 25.04.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 02.05.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 16.05.2024, 12:15 - 14:00 Uhr, 4.B02
Do, 23.05.2024, 12:15 - 14:00 Uhr, 4.B02
Umfang 2 Semesterwochenstunden
Turnus weekly
Inhalt In this course, we will study the peculiarities of the entertainment industry and their implications for marketing and management decisions of firms. The purpose is to provide the students with an overarching framework to systematically analyze different types of entertainment products and markets, and to enable students to make key management (e.g., where and how to compete, which business model to use) and marketing (e.g., how to price, distribute and design entertainment experiences) decisions.


This will be a highly interactive course that uses a case-based teaching approach. We will cover a broad range of business cases and types of entertainment products, including sports, movies, games, books, and music.
Lernziele On completion of this course, students should have reached the following learning outcomes:
Topic specific knowledge and skills:
You have gained substantial knowledge about marketing and management in the entertainment industry. In particular, you will be able to answer the following questions:
1. What Makes Entertainment Products and Markets Unique? What Drives Consumption of Entertainment Products?
2. How does value creation work in entertainment industries? Which business models work and, when and why?
3. How can firms compete successfully in entertainment industries?
4. How can you design successful entertainment products and high- quality entertainment experiences?
5. How should you market entertainment products?

Transferable skills:
1. You learn to think about business problems in the entertainment industry in a structured and analytical manner.
2. You are able to apply the concepts, frameworks and analytical tools from class to real-world case studies.
3. You are able to clearly articulate your analysis and recommended solution for a case problem.
4. You are able to critically evaluate the practical relevance of conceptual frameworks, theories and analytical tools.
5. You gain experience in a group work environment and improve your skills as a team member.
6. You improve your presentation skills.
Sprache Englisch
Begrenzung Minimum number of participants: 4
Anmeldung To attend the course / exercise, registration via e-learning platform OLAT is required. Registration is possible from 5 February – 1 March 2024. The students themselves are responsible for checking the creditability of the course to their course of study.


Direct link to OLAT course: https://lms.uzh.ch/url/repositoryentry/17498505466
Leistungsnachweis ***IMPORTANT*** In order to acquire credits, resp. to take the examination, registration via the Uni Portal within 5 February - 1 March 2024 is ESSENTIALLY REQUIRED. Further information on registration: www.unilu.ch/wf/pruefungen
Abschlussform / Credits in-class participation (40%), group presenttion (60%) / 4.5 Credits
Hörer-/innen Nein
Kontakt leif.brandes@unilu.ch
Literatur There is no textbook for this course; we will work with a course package from Harvard Business Publishing.