ECOM6035 - Developing business models for digital media and online games
Instructor Mr. Peter Looms ( polooms@gmail.com )
Syllabus The module introduces digital media cases and platforms that are used as a foundation for student work to design business models for media concepts. The module specifically explores business models focused on social media and content apps for handheld devices. This means not only smart phones, but also notebooks and tablets such as the i-Pad as well as devices and controllers used for electronic games. Special attention will be paid to developments in Hong Kong and Mainland China.

Agile methods like effectuation and the business model development canvas are applied to identify, develop, and argue the case for launching an innovative digital media product. The aim of the module is therefore to ensure that students have the necessary competencies to select and further develop an appropriate business model for a digital media innovation of their choice should they want to join the media industry.
Objectives The overall objective of the module is to assure that students have the necessary competencies to select and develop an appropriate business model for a given digital media innovation.
Learning outcomes
  • Able to analyze and develop business models for digital media products with essential components
  • Able to apply business model patterns to value creation for a digital media product
  • Present the business case for the digital media product to key stakeholders
Prior knowledge expected There is none for this module, but students who have studied ECOM6029 E-business transformation and ECOM6030 Web 2.0 strategy and innovation will have an advantage in that they have learnt the power and benefits of innovation and social media.
Topics covered
  • Why business models? - the rationale behind using business models rather than business plans only
  • What is value? – coming up with a compelling concept and value proposition
  • Building blocks – the 9 components of a business model
  • Patterns - using the business model canvas to identify market opportunities for digital media
  • Strategies – putting the business model to work in relation to a concrete digital media initiative
  • Buy-in – presenting the business case for your project
Teaching format Ten 3-hour sessions including
  • Lectures
  • Pair work
  • Group work
  • Reading and analysis between classes
Assessment
  • In-course assessment (100%)
  1. Two open-book QUIZZES. Each quiz accounts for 16.6% of the final grade
  2. One short written assignment which accounts for 16.6% of the final grade
  3. A final written assignment to be submitted in December 2014 that accounts for 50% of the grade
Course materials Ash Maurya, Running Lean: Iterate from Plan A to a Plan That Works, O'Reilly Media; 2 edition (March 9, 2012)
Enrolment No add or drop after 18 November 2014 (23:59)
Class quota Class size will be maintained at 50.
 
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