Creative Industries. Business, Innovation, Politics & Culture



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Creative Industries Business, Innvatin, Plitics & Culture SPRING 2016 Lcatin: Cpenhagen Credits: 3 Majr Disciplines: Business, Management, Marketing Faculty: Peter Rantazau, Prgram Directr: Susanne Hvmand, V7.36, Assistant Prgram Directr: Anne Christine Nielsen, V7.36, Days: Fridays Only at 08.30-11.25 Classrm: V23-201 Creativity, innvatin and culture are imprtant factrs fr the cmpetitiveness f nt nly cmpanies, but als fr natins and regins, particularly as we mve frm gds and service ecnmies t experience ecnmies. Digital technlgy has als had a massive impact n the cmmercial creative industries in recent years. In this curse, students will critically analyze and investigate questins abut creativity s rle in the experience ecnmy and the impact f digital technlgy in the creative prcess, distributin and sales f creative prducts. The curse will als explre hw traditinally nn-creative industry segments are starting t use creativity in cmmunicating, marketing and adding value t their prducts and services. The curse is hands-n and participatin based, enabling students t critically analyse and assess theries, examples, cases and trends frm the creative industries. The curse will have a multidisciplinary apprach and thrugh case studies fcusing n selected sectrs, explre and investigate the link between creativity, culture, innvatin, markets and business. The multi-disciplinary apprach with literature frm business, plitical science and cultural thery makes this curse relevant and accessible als fr nn-business students. Creative Industries: Business, Innvatin, Plitics, and Culture DIS

The curse is fr students frm all disciplines and majrs wh wish t: - Engage in a cllabrative learning envirnment in which participatin and hands-n learning are fundamental - Gain new perspective n creative industries and hw culture and business can cllabrate - Pave a career path in the creative industries: media, sprts, advertising, design etc. - Wrk in traditinal business but apply the experience ecnmy apprach t make prfits Learning Objectives f Curse - Understand the cncept f experience ecnmy and where sciety, business, and cnsumers are ging in the experience ecnmy. - Understand hw technlgy, new media, scial media and the internet is pening up new pprtunities in varius markets, and als pening up ttally new industries. - Understand hw culture, creative industries, experience ecnmy are imprtant cncepts shaping the wrld. - Understand unique aspects f the creative industries cmpared t traditinal sectrs- cmplexities, pprtunities and future perspectives - Understand hw gvernment plicy-makers wrk with the creative industries lcally, natinally and glbally - Gain insight n hw t manage creativity and innvatin and prfit frm these ideas - Understand the intersectin f arts and business the cmplexities and pprtunities - Understand cncept f the creative class and creative cities and creative clusters and hw they apply t cmpanies, gvernments and citizens alike As defined by the UK s Department f Culture, Media and Sprt, the creative industries are " thse activities which have their rigin in individual creativity, skill and talent and which have a ptential fr wealth and jb creatin thrugh the generatin and explitatin f intellectual prperty". The Creative Industries thus include the fllwing sectrs: - Architecture - Design - Film, Vide and ther Audivisual prductin - Games and Leisure Sftware - Live and Recrded Music - Crafts, Furniture - Venues (music, theatre etc.) & Sprts - Theatre, Musicals and Live Entertainment - Televisin, Radi and Internet Bradcasting - Visual Arts - Fashin Clthing - Advertising - Literature and Publishing - Cultural heritage Required s: Creative Industries. Blackwell, 2008. Jhn, Hartley InGenius. Seelig. + ther varius required texts are available n frum Faculty: Peter Rantzau Master (Strategy, Organisatin and Leadership; Cpenhagen Business Schl, 2001), BA (Cmmunicatin, Clrad State University, 1993). Previusly emplyed as General Manager at Frm Functin, Rsendahl Creative Industries: Business, Innvatin, Plitics, and Culture DIS

A/S (2004-2006), Internatinal Brand Directr at Pandra A/S (2006-2008), Jint CEO at Muni/Rainfrest Prtectin Initiative (2008-2012), Head f Department at Prfilrejser (2013-2014). Present Managing Directr f Kinraden since 2014 as well as External Lecture at Cpenhagen Business Schl. With DIS since 2015. Expectatins f Students This class is fr students wh wish t be part f participative atmsphere and thus there is a large alltment f pints given t the participatin. Classes are based n experiential learning, where the use f digital media and discussins (Questins, cmments and suggestins bth in class and nline) will be applied in a wrkshp style envirnment. Participatin and field studies: The curse cnsists f 12 sessins and tw field studies. Attendance is mandatry. Field studies will be relevant assignment tpics fr sme f the students. Additinal material will be distributed during the curse. The curse includes tw field studies t businesses in the creative sectr in Denmark: Wednesday, March 16 frm 08.30-12.30 Wednesday, April 27 frm 13.00-17.00 Curse Plicies Academic Hnesty: Plagiarism and Vilating the Rules f an Assignment - DIS expects that students abide by the highest standards f intellectual hnesty in all academic wrk. DIS assumes that all students d their wn wrk and credit all wrk r thught taken frm thers. Academic dishnesty will result in a final curse grade f F and can result in dismissal. The students hme universities will be ntified. DIS reserves the right t request that written student assignments be turned in electrnic frm fr submissin t plagiarism detectin sftware. See the Academic Handbk fr mre infrmatin, r ask yur instructr if yu have questins. Attendance Yu are expected t attend all DIS classes when scheduled. If yu miss multiple classes the Directr f Teaching and Learning, and the Directr f Student Affairs will be ntified and they will fllwup with yu t make sure that all is well. Absences will jepardize yur grade and yur standing at DIS. Allwances will be made in cases f illness, but in the case f multiple absences yu will need t prvide a dctr s nte. Disability and Resurce Statement Any student wh has a need fr accmmdatin based n the impact f a disability shuld cntact Sean Green () t crdinate this. In rder t receive accmmdatins, students shuld infrm the instructr f apprved DIS accmmdatins within the first tw weeks f classes. Laptps Use f laptp cmputers in class is allwed fr the purpse f nte-taking ONLY; ther cmputer activities can prve distracting. Students will lse laptp privileges if they use their cmputers fr ther activities besides taking ntes and a lss f participatin pints will be assessed. Cell phnes and ther electrnic devices shuld be turned ff and stred away. Schedule Schedule is subject t change if necessary with as much ntice as pssible. Creative Industries: Business, Innvatin, Plitics, and Culture DIS

Requirements and evaluatin: Quiz 20% Midterm 25% Participatin: 25% End f Semester prject: 30% Main Class Grup Prject Overview The main grup prject fr the creative industries class is an ''in-class prject'' wrking n a physical prduct t be finished during the curse f the semester. Learning Objectives and Prfessinal Develpment Benefits The bjective is t give the class a feel f the cmplexities f a wrking in a cmmercial creative envirnment, and t develp prfessinal skills in a team envirnment, applying cllabrative discvery and learning. Class members will als be evaluated n hw well they share their discveries and findings with the class. Learning bjectives This semester prject prvides the student real wrld experience in many aspects f the creative industries, allwing them t apply these skills twards the class prject. Assigned rles In rder t finish the prject satisfactrily it must include different imprtant business prcesses, including market research, business planning, design, prduct develpment, prductin, marketing and selling the physical prduct. List f key rles Prject management Design Marketing Pricing and sales Students will als be required t present t the class a status f the prject. The student must be able t field questins frm the class regarding what they have learned frm their jb. The student will be graded nt just n what they have learned, but hw well they als share their learnings t the rest f the class. Creative Industries: Business, Innvatin, Plitics, and Culture DIS

SESSIONS Lecturer: Peter Rantzau 1. Friday, Jan 22 Class intrductins Intrductin t the creative industries and the experience ecnmy Intrductin t in class prject and descriptin Grups s Creative Industries and the Wider Ecnmy, p 1-15, Cunningham, Stuart and Ptts, Jasn 2. Friday, Jan 29 Scial at Café Hvedtelegrafen, Købmagergade 37, 1150 København The Creative Man: Implicatins fr the Individual Creative Man, Cpenhagen Institute fr Future Studies, Ch. 2 The Stry f the Dream Sciety, Entrepreneurship s The Funder s Dilemma. Wasserman, Nam, Harvard Business Review, 2008, pp 1-8 Prject brief frm DIS marketing: Katie McLean Segmentatin and market research 3. Friday, Feb 5 Cities, Clusters, Culture and Plicy and their impact n the creative industries Welcme t the Experience Ecnmy. Pine II, Jseph B and Gilmre, James H, Harvard Business Review, July-August 1998. Guest speaker: Rasmus Wiinstedt Tscherning 4. Friday, Feb 19 IPR (Intellectual Prperty Rights) Guest speaker: Rasmus Wiinstedt Tscherning Sectr fcus: The Music Industry changes in distributin, venues, business mdels, IPR, etc. Prfiting frm creativity? The music industry in Stckhlm, Sweden and Kingstn, Jamaica, Pwer, Dminic g Hallencreutz, Daniel in: Cultural industries and the prductin f culture, Pwer, Dminic g Sctt, Allen, ch. 13, pp. 224-239 (16 p.), Rutledge, New Yrk, 2004 (Frum) The Lng Tail f the Ecnmy, Wired Magazine (5 p.) Issue 12:10, Octber, 2010 (Frum) What is Intellectual Prperty? Wrld Intellectual Prperty Organizatin Creative Industries: Business, Innvatin, Plitics, and Culture DIS

Cncert VEGA "Car Seat Headrest 5. Friday, Feb 26 Quiz Sectr fcus: Gaming with a special fcus n the Danish and Scandinavian gaming industry Gaming industry as a part f the Creative Industries and its rle in the ecnmy as a whle The Danish Game Industry - an verview, Scandinavian Game Develpers, 2011 Sectr fcus: Culinary creativeness as a part f the Creative Industries In class vide and discussin: El Bulli 6. Friday, March 11 Sectr fcus: Technlgy and nline media, Technlgical disruptin Case: Apple Thery: Branding s Hw Innvatins Becme Better and Cheaper, Nunes, Paul and Larry Dwnes, Frbes, 2013 The Five Mst Disruptive Innvatins at CES 2014, Nunes, Paul and Larry Dwnes, Frbes, 2014 Prject halfway evaluatins in grups Wednesday, March 16 Field Study TBA 08.30-12.30 7. Friday, March 18 Sectr fcus: Film with a special fcus n the unique Danish film industry Presentatin by: Ene Katrine Rasmussen, DFI Film: TBA s Denmark: a small film industry with great shape, Scffier,, Axel, INA Glbal, 2014 (Frum) Teamwrk brught Danish films t the tp, Bas, Anders, Science Nrdic, 2012 8. Friday, April 1 Sectr fcus: The arts in Denmark The special Danish mdel fr subsidizing art and culture Creative industries case: Cirque du Sleil Crprate Strategy Creative Industries: Business, Innvatin, Plitics, and Culture DIS

s Billin-dllar circus, Sylt, Christian, Eurbusiness (4 p.), 2002 (Frum) Blue Ocean Strategy, Maubrgne & Kim (Frum) Midterm 9. Friday, April 8 Sectr fcus: Design Guest speaker: Bent Nbert, Prduct Develpment Manager at Gerg Jensen http://www.wired.cm/2014/12/disappearing-business-fdesign/?mbid=scial_fb In class vide and discussin Prject presentatins Wednesday, April 27 13.00-17.00 Field Study TBA 10. Friday, April 29 Sectr fcus: The rle f sprts in sciety and as part f the creative industries : TBA The rle f sustainability in creative industries Case: Tw very different design cmpanies: Fritz Hansen vs Piet Hein Eek Sectr fcus: Jewelry, fashin, design http://www.mckinsey.cm/insights/cnsumer_and_retail/a_multifacet ed_future_the_jewelry_industry_in_2020 In class vide and discussin 11. Friday, May 6 Class evaluatins Wrap up and scial END Schedule is subject t change if necessary with as much ntice as pssible. Creative Industries: Business, Innvatin, Plitics, and Culture DIS