The online free-for-all approach in creative industries has destabilized payment models for music, movies or video games. This practicum enables students eager to test and develop emerging business ideas in the entertainment industry. To do so, students learn practical concepts, including market research, submission of business licensing application, location, organizational structure, financing, employee issues, project management and many other considerations. Students complete work that is extremely experiential in nature and based on the refinery and delivery of a business plan. Among other tasks, students complete a professional business plan at the end of the course.
GEMB graduate students not taking MB-621 or MB-623
GEMB graduate students