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Management of Technology in Media and Entertainment [MOTIME] Degree Track

Technological innovation is altering the media and entertainment landscape in profound and irreversible ways. With the Internet as a robust technology platform, digital-based innovation is the driving force of change in this vibrant sector. Traditional content-intensive firms are scrambling to recalibrate their business models and restructure their organizations in order to cope with these ongoing changes. In addition to inspiring new products and services, technological innovation is changing the way back office operations are conducted, as well as opening new markets in a global economy. In the tri-state metropolitan region, media companies are woven deeply into the local economy. Indeed, the region is home to major music companies, newspapers, television networks, book publishers, and media conglomerates.

While embracing these technological innovations is essential for media and entertainment companies, it is not sufficient for success. Creating business value from innovation requires effective management. This includes:

  • developing an organizational structure that incorporates and supports innovation;
  • hiring appropriate talent;
  • understanding the changing desires of the customer, and
  • harnessing innovation both from internal R&D as well as external sources of innovation such as customers, suppliers, and universities.

In short, effective management of technology and innovation are critical for every industry within the media and entertainment sector in order to:

  • develop profitable new business models;
  • share knowledge effectively within the firm;
  • implement back office systems that permit and optimize new business processes, and
  • provide products and services to an increasingly complex marketplace, both at the global level and local levels.

Meeting Your Professional Ambitions In Media
MOTIME is a uniquely targeted Track in the proven and highly distinguished Management of Technology (MOT) Executive Master's Degree program offered by the Department of Technology Management at Polytechnic Institute of NYU. One of the first accredited universities to offer an advanced degree in the Management of Technology area, Polytechnic is a recognized leader in the field. The Department of Technology Management represents a major education gateway and opportunity as the premier learning, research and development hub in the New York City/Tri-State region explicitly devoted to the critical arenas of innovation, technology- and information-management and electronic business. To this end, the Department's MOT Program, including the MOTIME Track, is designed for ambitious and fast-rising professionals who realize that the generic business program is becoming a commodity and no longer sufficient for getting ahead in today and tomorrow's economy.

As the media and entertainment sector undergoes change, the ability of a firm to thrive in this new environment requires an in-depth understanding of the strategic role of technology and the various elements of innovation that are needed for a firm to leverage its competencies and gain a competitive advantage in the marketplace. The MOTIME track can help managers in the media sector develop managerial skills and intuition for achieving this kind of success.

THE MOTIME COURSE SEQUENCE
Core Course Descriptions for the MOTIME Track

The Media and Entertainment Sector: Structure, Organization and Management
This course provides an introduction to the various industries that comprise the media and entertainment  sector and outlines the major issues confronting these industries as they grapple with incorporating digital-based and mobile innovations into their businesses. The focus is on the transformation of traditional content-intensive industries such as the motion picture business; the book publishing business; the newspaper business and the music industry. The structure of industries within the sector will be discussed as well as how managers are recalibrating their business models and redesigning their organizations in order to be competitive in the current media and entertainment sector landscape. Participants will read case studies, articles and access other relevant materials in electronic and print format. The emphasis will be on interactive discussions in class and on projects developed by individual participants as well as teams of participants.

Managing Technological Innovation and Emerging Technologies in the Media and Entertainment Sector
This course focuses on selected emerging technologies that are changing the nature of competition in the media and entertainment sector. The dynamic relationships involving changing technology, business processes and management response will be seen in light of new digital platforms and applications, standards development, as well as legal and legislative initiatives. On the one hand, the increasing use of ERPs (enterprise-wide software programs) including financial, customer relations management and warehouse/distribution management, have allowed increased efficiencies in pre-retail operations and the promise of emerging technologies, like RFID, are being piloted. On the other hand, the volatile legal and legislative situation over content-owners rights points to a protracted battle between enabling technologies like P2P file-sharing and the meaning and reach of copyright protection on which the content industries are based. This is creating significant business uncertainty. Guest speakers from each sector will provide additional insights into these topics and allow for in-depth interaction with students.

Advanced Trends in Innovation and Technology in the Media and Entertainment Sector
This course looks toward the future and covers a range of topics which may vary from year to year. It will serve as a culmination of the ideas and issues that have been discussed throughout the MOTIME track.  Emerging and future trends and issues will be identified in contrast with those already having a significant impact on the management of technological innovation in the media and entertainment sector. Students will be encouraged to think creatively about these trends and imagine scenarios of how media industries may continue to change in the future. Participants will develop projects that reflect their interests in particular aspects of the sector. Examples are redefinition of the notion of convergence; the role of users and customers; the intersection of design, content, gaming, and technology and the globalization of the media industry.


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