AA4S17 - Creative Entrepreneurship 01 Sep 2021 - 31 Aug 2027 | Version 1

Associated Module Information

Module Code: AA4S17
Module Title: Creative Entrepreneurship
Faculty: Faculty of Business and Creative Industries
Faculty Group: Culture and Animation
Faculty Sub Group: Animation
Module Leader: Richard Hurford, Corrado Morgana
Module Team: Helen Davies, Emma Marshman
First Intended Intake: SEP 2021 Final Year of Intake: 2026
Date Closed:
Credit Value: 20 Credit Level: 7
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes:
HECOS Code Weighting:

Document Version Information

Version 1
Valid From 01 Sep 2021
Valid To 31 Aug 2027

Module Aims

• To develop students' sophisticated knowledge and critical evaluation of diverse conceptual frameworks for identifying, developing and managing enterprise and innovation in the creative sector.
• To support students in applying appropriate techniques to propose a creative business idea.
• To enable students to better understand their “place” in the creative industries, exploring current trends and evaluating their skills.

Content Summary

The first part of this module allows students to explore entrepreneurial activity in the creative industries, by developing a creative business idea (usually within a group), undertaking appropriate research into market fit and working the idea up into a pitch.

The second part of this module, allows students to investigate current games industry trends, and the broader context within the creative industries. Students will then identify where they might “fit” into the industry. Undertaking analysis of current opportunities and comparing these with the student’s current skill set. This will enable students to tailor their work in future modules to fill any skills gaps.

The module will be delivered using a mixture of lectures, seminars, workshops and groupwork; covering topics including, Business Canvas, Pitching, IP for Creative Industries, and Postgraduate Research.

Learning and Teaching Methods

Activity Type Hours
Lecture 10
Seminar 2
Tutorial 1
Practical classes and workshops 6
Independent Study 92
Directed Study 48
Active/Simulation Based 17
Groupwork 24
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Evaluate and synthesize complex information and ideas evidencing the ability to think and plan innovatively.
LO2 Demonstrate sophisticated evidence-based knowledge and skills for effective communication that are fit for a creative entrepreneurial context.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Report 1 A written report that critically appraises the creative sector they hope to enter and the trends that are taking place in it. This will also include a section in which they are asked to critically reflect on their position in this market and the challenges and opportunities they are likely to encounter in the future. 0 3000 50 No 40
Asynchronous Assessment Presentation (Asynchronous) 1 A presentation that outlines a creative business idea. Including, research, development and analysis. 20 N/A 50 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Report 1
Presentation (Asynchronous) 1

Reading List

Futter, M (2017) The GameDev Business Handbook. London: Bithell Games.
Futter, M (2018) The GameDev Budgeting Handbook. London: Bithell Games.
Burns, P (2010) Entrepreneurship and Small Business. Basingstoke: Palgrame Macmillan (3rd ed.).
Henry, C & de Bruin, A (2011) Entrepreneurship and the creative economy: process, practice and policy. Cheltenham: Edward Elgar.
McKinlay, A & Smith, C (2009) Creative labour: working in the creative industries. Basingstoke: Palgrave Macmillan.
Reynolds, G., (2012) Presentation Zen: Simple Ideas on Presentation Design and Delivery (2nd ed.) Berkeley, CA: New Riders.
ACADEMIC JOURNALS
Creative Industries Journal
Entrepreneurship: Theory and Practice
International Journal of Entrepreneurship and Innovation
Journal of Creative Work
Enterprise and Society
Journal of Small Business and Enterprise Development
ONLINE RESOURCES
UKIE https://ukie.org.uk/
TIGA http://tiga.org/
The British Games Institute http://thebgi.uk/
The Games Business Handbook Companion http://www.gamedevbizbook.com/
UK Games Fund http://ukgamesfund.com/
Screen Skills https://www.screenskills.com/
Into Games https://intogames.org/
GamesIndustry.Biz Jobs Board https://jobs.gamesindustry.biz
Game Discoverability Newsletter https://gamediscoverability.substack.com/
Gamasutra https://www.gamasutra.com/
Polygon https://www.polygon.com/
Fundamentally Games’ Financier List http://www.fundamentally.games/financer-list/

NESTA Creative Enterprise Toolkit: https://www.nesta.org.uk/toolkit/creative-enterprise-toolkit/
Business Wales https://businesswales.gov.wales/zones/business-finance
NESTA in Wales http://innovation.arts.wales/
Arts Council of Wales http://www.arts.wales/funding/individuals & http://www.arts.wales/funding
Arts Council Funding Sources http://www.artscouncil.org.uk/funding/other-sources-funding#section-8
Listing Current Arts Funding in Europe http://fundingforartists.org.uk/artists/
Business Wales Business Plan https://businesswales.gov.wales/zones/startup/making-plan
Department of Culture, Media & Sport (DCMS) http://www.culture.gov.uk/
Crowd Funding https://www.indiegogo.com/ & https://www.kickstarter.com/