Global MBA Program

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MAN560F2(経営学 / Management 500)
Media and Entertainment

Kenneth Gordon PECHTER

Class code etc
Faculty/Graduate school Global MBA Program
Attached documents
Year 2022
Class code W7057
Previous Class code
Previous Class title
Term 春学期前半/Spring(1st half)
Day/Period 金6/Fri.6, 金7/Fri.7
Class Type 専門講義
Campus 市ヶ谷 / Ichigaya
Classroom name 各学部・研究科等の時間割等で確認
Grade 1・2
Credit(s) 2
Notes Global MBA
Class taught by instructors with practical experience
Category Specialized Courses

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Outline and objectives

This course provides an introduction to the Media & Entertainment industries. This is done in the context of lessons from the study of the innovation process, which at its core points to a major challenge of such industries: developing profitable business out of creative activity. These industries include TV, film, animation, gaming, publishing and other creative industries, with an emphasis on the situation in Japan.

This course also contributes to the three core learning objectives of the GMBA Program, which are to instill the following skills:
1 Practical Management Competency
2 Critical Analysis Competency
3 Communication Competency

Goal

The goal of this course is to develop understanding of the Media & Entertainment industries, and the forces driving them. Upon completion of the course, students should have a basic knowledge of the main components of these industries in Japan and overseas, of the specific characteristics of these industries in Japan, and of the major constraints driving change in these industries. Students will be able to use concepts from the study of innovation to assess these constraints, and appreciate the strategies for competition and growth suitable to these industries for both large corporations as well as small & medium enterprises.

Which item of the diploma policy will be obtained by taking this class?

Will be able to gain“DP1”,“DP2”,“DP3”and“DP5”.

Default language used in class

英語 / English

Method(s)(学期の途中で変更になる場合には、別途提示します。 /If the Method(s) is changed, we will announce the details of any changes. )

The primary approach of this course is in-class discussion -- in the form of both lectures and guided discourse -- supported by outside readings. Students are expected to actively participate in this discussion based on knowledge gained from the readings, and will be tested on their knowledge via presentations, assignments, quizzes and exams.

Active learning in class (Group discussion, Debate.etc.)

あり / Yes

Fieldwork in class

なし / No

Schedule

授業形態/methods of teaching:対面/face to face

※各回の授業形態は予定です。教員の指示に従ってください。

1[対面/face to face]:Introduction

What are the media & entertainment industries, and why do they matter?

2[対面/face to face]:Media & Economic Development

The role of the media & entertainment industries in economic development

3[対面/face to face]:Media & Innovation

Creative industries and innovation in Japan

4[対面/face to face]:Film & TV Industries

Film industry, TV industry, etc.

5[対面/face to face]:Entertainment & Other Visual Media Industries

Visual media entertainment, manga, anime, games, etc.

6[対面/face to face]:Music & Media Industries

Music industry, distribution & payment models

7[対面/face to face]:What’s Next?

Outlook for media & entertainment

Work to be done outside of class (preparation, etc.)

Readings will be assigned during class, either via handouts or URLs for downloads. These materials are to be read thoroughly, and the student ready for discussion during the next class meeting and a quiz. Assignments in the form of short reports, presentations and take-home exams will be given as needed. A final exam, report and/or presentation will be required at the end of the course.
(In general students may expect 1 to 3 hours per week required outside of class for reading and assignments.)

Textbooks

No textbook will be used. Handouts and reading material will be provided. Access to the internet will be needed both during and outside of class, as well as a computer for access and writing.

References

Handouts or URLs to reference materials will be provided. Access to the internet will be needed both during and outside of class, as well as a computer for access and writing.

Grading criteria

Participation and ability to use concepts 50%
Mid-term assignments 20%
Final assignments 30%



Overall assessments are made in consideration of the three core learning objectives of the GMBA Program, which are instilling the following competencies:

1 Practical Management Competency

Learning Outcome 1a. Management Planning:
Student demonstrates competency in the application of the principles of management theory & practice to the planning of new business and/or the assessment of existing business

Learning Outcome 1b. Strategy Execution:
Student demonstrates competency in the application of the principles of management strategy to the planning of new business and/or the assessment of existing business


2 Critical Analytical Competency

Learning Outcome 2a. Hypothesis Setting:
Demonstrates competency in the formulation of hypotheses used to validate the planning of new business and/or the assessment of existing business

Learning Outcome 2b. Hypothesis Testing:
Demonstrates competency in the evaluation of hypotheses used to validate the planning of new business and/or the assessment of existing business


3 Communication Competency

Learning Outcome 3a. Written Communication
Demonstrates competency in professional written communication

Learning Outcome 3b. Spoken Communication
Demonstrates competency in professional spoken communication

Changes following student comments

Not applicable

Equipment student needs to prepare

Students should have use of a computer for internet access and writing, should bring the computer to class, and have access to the internet outside of class as well.

Others

1) Office Hours:
Class Days (Friday) 18:00-18:30

2) Due to the COVID-19 pandemic, courses this year will be held either in person or online according to the decisions of Hosei University, the Business School of Innovation Management, and the GMBA Program. Please check the university website and communications from the university for the final decision each quarter. In case of online course, please check the HOPPII system (学習支援システム) for specific online instructions of each course.

3) Each class above (1~7) uses two class periods of 1 hour 40 minutes each, for a total of 3 hours 20 minutes per class