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Master |
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Programme
The master's is based on a modular structure with different teaching angles: modules of contents, case studies, a creation workshop and a test laboratory.
The teaching is carried out over one academic year (two terms). At the end of this course, students will need to submit a project which they should work on over the first term of the next course.
Students will spend three terms on the master's: two with high-intensity teaching and a final one in which to prepare the end-of-course project.
The teaching curriculum is organised as follows:
KNOWLEDGE SECTION (24 credits):
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Television entertainment theories (4 credits)
Theories from different areas of knowledge of entertainment – sociology, anthropology, philosophy; this provides the theoretical references of the concepts concerning related to entertainment.
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Entertainment genres and formats (4 credits)
Descriptive and analytical module that looks at the different genres and formats produced today: magazines, contests, impact shows, comedy programmes, music programmes, late shows, etc.
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Trends: hybrid and emerging formats (6 credits)
Module on the analysis and creation of the new forms of entertainment in television everywhere: hybridising of formats, intervention of the public, cross-platform projects, large-scale projects and budget productions.
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Entertainment markets (3 credits)
Module focusing on knowledge of the market and more specifically on the processes of buying and selling rights to formats, copyright, administrative processes and procedures, and international fairs and markets.
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Consumption and audiences (3 credits)
Module describing the changes taking place in the reception of entertainment programmes and the analysis of new uses, user appropriations, the fan phenomenon, transformation into communities, etc.
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Technology applied to entertainment (4 credits)
Module of analysis and creation to discover which tools are being used in creation and what the new distribution platforms are: DTT, IPTV, mobile and Internet. (The module focuses on knowledge of the benefits of post-production tools and technologies.) Master classes are planned as a methodological resource to allow the professionals to participate in some sessions. These master classes could be based on video interviews.
CREATION SECTION (36 credits):
Modules focusing on the analysis and creation of entertainment products. Students will approach each element on the basis of real case studies and come up with solutions in the Creation workshop.
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Writing to entertain (8 credits)
This is based on case studies and technique development practicals for the entertainment script and its resources (ideas, build-ups, dialogue, gags, scripts – format).
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Directing to entertain (8 credits)
This uses case studies and practicals for directing actors, musical staging, graphics, post-production and production.
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Producing to entertain (8 credits)
This is based on case studies and practicals on how to present an entertainment project: large-scale, budget, pilots, teasers and pitches and Internet versions (first, second and third life of a programme).
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Creation workshop
The Creation workshop is the methodological tool used to allow students to generate their own entertainment creations from the Writing to entertain and Directing to entertain modules.
The element that triggers the creative process in the workshop is the current context moulded from what we see in the media or from a case specifically developed to be worked on in the workshop.
END-OF-MASTER'S PROJECT (12 credits)
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