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MA Creative & Cultural Entrepreneurship: Computing Pathway

MA Creative & Cultural Entrepreneurship: Computing Pathway

Different course options

Full time | Goldsmiths, University of London | 15 months | SEP-25

Study mode

Full time

Duration

15 months

Start date

SEP-25

Key information
DATA SOURCE : IDP Connect

Qualification type

MA - Master of Arts

Subject areas

Entrepreneurship Cultural Studies Computer Science

Course type

Taught

Course Summary

This programme allows students to develop the business/entrepreneurial skills and attributes to commercialise on their creative and cultural practices and/or knowledge.

  • The Computing (games and entertainment) Pathway of the MA in Creative & Cultural Entrepreneurship allows them to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create their own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these.
  • The MA will be taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector.
  • Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.

Skills

You can expect to develop an independence and integrity in developing creative ideas. You'll be able to apply entrepreneurial approaches to creative projects and demonstrate an understanding of different business models to establish a creative enterprise. You'll also develop team-working and leadership skills, and effective business and communication skills.

Careers

The programme will enable those who have previously studied an area of creative study/practice to start a career developing a business arising from an existing or new creative practice. This may relate directly to a 'product' or 'process' arising from you own practice or to a form of 'expertise', 'consultancy' or 'knowledge'.

The programme will also equip those who wish to work within organisations that develop the infrastructure and environment for new creative businesses with the capacity to flourish in a variety of contexts.

Modules

This module immerses participants in the latest developments around social media reporting and campaigning. This is a participatory module which mixes up-to-the-minute case studies with a hands-on exploration of the tools and concepts. Students will become familiar with the affordances of digitally enabled crowdsourcing and participation as well as social media reporting, UGC verification, forensics and analysis.

Tuition fees

UK fees
Course fees for UK students

For this course (per year)

£12,520

International fees
Course fees for EU and international students

For this course (per year)

£23,660

Entry requirements

Students should have (or expect to be awarded) an undergraduate degree of at least upper second class standard in a relevant/related subject and/or high level professional experience in a discipline related to computing in the creative industries, including computer games, film/TV/video post-production, social media and the web, visualisation and computer graphics-based practices. When applying, please specify their preferred pathway i.e. computing (games and entertainment). Students must demonstrate in their written application and in interview that they have a capacity for creative and cultural entrepreneurship, and that students are able to meet the intellectual demands of the programme.