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University of Exeter Business School

Media in the Age of AI

Module titleMedia in the Age of AI
Module codeMBAM855
Academic year2023/4
Credits10
Module staff

Dr Alex Connock (Lecturer)

Duration: Term123
Duration: Weeks

5 days

Number students taking module (anticipated)

15

Module description

This is a course in contemporary value generation within the Media in the age of Artificial Intelligence.

 

It considers how media sectors are being changed by digital transformation, AI technologies and potentially the Metaverse - which is predicted by Bloomberg (2022) at $800 billion annual revenue by 2025.

 

The module methodically considers the creation, production, distribution and monetisation of media in each of a range of media segments, from podcasts to streamers, from games to esports, from social networks to influencers, and from fiction production to factual.  In each case it considers how AI and other technologies are driving value creation.

 

The course structure breaks media categories down into Principles, Platforms, Producers and Pioneers.

 

The course builds on digital marketing learned in the core Marketing class, and layers on top of that a wider understanding of the creator economy, algorithmic distribution and value creation in and through the media.

 

 

Learning will be specific to the media but also, because all businesses, governments and charities are now content creators for their communication goals, will be translatable across other sectors.  The example set used will go well beyond Anglo/US and draw in material from African countries, India, Asia and Latin America.

Module aims - intentions of the module

On completion of this module students will have an overview understanding of a specific core set of media sector business models, the media value creation chain, and how technologies such as AI are changing the way value is created and delivered. 

  • Media sectors covered - and therefore to be understood as business models by students - will be: broadcasting
  • streaming
  • games/esports
  • factual/entertainment/scripted production
  • social networks
  • creator and marketing content
  • music and podcasting.

There will be an opportunity to explore current strands of opportunities in the metaverse, and other future trends in media.

Intended Learning Outcomes (ILOs)

ILO: Module-specific skills

On successfully completing the module you will be able to...

  • 1. Outline and articulate the overall business models of contemporary media industries
  • 2. Discuss the impact that AI technologies are having on the media in development, production, distribution and monetisation.
  • 3. Explain and critically interpret contemporary issues regarding social networks, the creator economy dis/misinformation, algorithmic bias and the 'rabbit hole'

ILO: Discipline-specific skills

On successfully completing the module you will be able to...

  • 4. Structure and narrate a clear articulation of a specific media organization and specific media project.

ILO: Personal and key skills

On successfully completing the module you will be able to...

  • 5. Take a global outlook: apply creative intelligence and ethical imagination to complex problems to ensure that environmental and social governance is taken into account;
  • 6. Work with a collaborative mind-set: give and receive feedback at all levels in a confident and respectful manner. Work inclusively across multi-cultural groups to research, explore and prepare a persuasive argument against an assignment or client brief;
  • 7. Develop an ethical perspective: improve personal effectiveness through consciously and diligently making decisions on behalf of all stakeholders, environmental, social and financial;

Syllabus plan

Indicative core themes considered in the module will include:

  • The Principles of the media value chain through development, production, distribution, monetisation. 
  • An introduction to the range, impact and opportunity of AI on the media business. 
  • Platforms such as streaming & broadcasting, games and digital publishing are considered, along with the determinants of success within them. 
  • Producers including such sectors as factual and scripted TV, games studios and music production. 
  • Pioneers in podcasting and esports. 
  • Summary findings that might apply beyond media

Learning activities and teaching methods (given in hours of study time)

Scheduled Learning and Teaching ActivitiesGuided independent studyPlacement / study abroad
27.573.5

Details of learning activities and teaching methods

CategoryHours of study timeDescription
Scheduled Learning and Teaching Activities205 days of four hours of lectures
Scheduled Learning and Teaching Activities7.55 days of 1.5 hours of group work
Guided Independent Study73.5Core and supplementary reading, assignment preparation and delivery

Formative assessment

Form of assessmentSize of the assessment (eg length / duration)ILOs assessedFeedback method
Verbal & class discussionPractice case studies of media business models in different fields relevant to that week's focus. Feedback given to student ideas for media businesses to examine in final assessment, and other aspects of the project. 1-6Verbal

Summative assessment (% of credit)

CourseworkWritten examsPractical exams
10000

Details of summative assessment

Form of assessment% of creditSize of the assessment (eg length / duration)ILOs assessedFeedback method
Individual essay601,500 words 1-6, 7,9-11Written feedback
Multiple choice exam401 hour / 30 questions1-8Exam mark
0
0
0
0

Details of re-assessment (where required by referral or deferral)

Original form of assessmentForm of re-assessmentILOs re-assessedTimescale for re-assessment
Multiple choice exam 40%MCQ exam 1 hour / 30 questions (40%)AllNext reassessment period
Essay 60% 1,500 wordsEssay 1,500 words (60%)AllNext reassessment period

Indicative learning resources - Basic reading

Course textbook:

 

Connock, A. (published October 2022). Media Management and Artificial Intelligence: Understanding Media Business Models in the Digital Age. Routledge

 

Other suggested reading:

Vinet, M. (2020). ENTERTAINMENT INDUSTRY: The Business of Music, Books, Movies, TV, Radio, Internet, Video Games, Theater, Fashion, Sports, Art, Merchandising, Copyright, Trademarks & Contracts - NEW Revised Edition. Independently published.

Schreier, J. (2017). Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made (1st ed.). Harper Paperbacks.

Galloway, S. (2018). The Four: The Hidden DNA of Amazon, Apple, Facebook, and Google (Reprint ed.). Portfolio.

Noam, E. M. (2019). Media and Digital Management (Foundations) (1st ed. 2018 ed.). Palgrave Macmillan.

Additional suggested reading:

A variety of electronic reading materials will be provided on ELE – Library to provide hyperlink to appropriate pages

Key words search

Media, AI, Metaverse, Artificial Intelligence 

Credit value10
Module ECTS

5

NQF level (module)

7

Available as distance learning?

No

Origin date

16/08/2023