Abstract
The aim of this case study is to describe the development of a trans-media entertainment business curriculum to address many common concerns about modem entertainment business producing, and more specifically, to revise an existing entertainment business management program in an effort to make it truly transmedia. The term transmedia was coined by Jenkins (2006) as entertainment that "unfolds across multiple media platforms, with each new text making a distinctive and valuable contribution to the whole" (97-98). This paper discusses the program curriculum's goals, design principles, main methods of assessment including so-called term "hub projects," and key challenges. It also presents some observations and recommendations arising from the implementation and delivery of the program between 2010 and 2015.
Cite
CITATION STYLE
Ashdown, K. (2016). Designing A Transmedia Entertainment Business Management Curriculum. Journal of the Music and Entertainment Industry Educators Association, 16(1), 13–42. https://doi.org/10.25101/16.1
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