Universidad Rey Juan Carlos
Máster Universitario en Cine, Televisión y Medios Interactivos
Madrid, Spain
DURATION
1 Years
LANGUAGES
Spanish
PACE
Full time
APPLICATION DEADLINE
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EARLIEST START DATE
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TUITION FEES
EUR 84 / per year *
STUDY FORMAT
On-Campus
* El precio para estudiantes no comunitarios no residentes es sólo aproximado ya que cada tarifa académica es diferente.
Admissions
Curriculum
The completion of a classic program typically entails earning 60 ECTS credits.
Master's Degree Duration: One academic year.
- 609101 Aesthetics and Contemporary Audiovisual Culture
- 609115 Audiovisual Strategy and Marketing
- 609116 Applied Methodology
- 609104 Influences and Adaptation in Audiovisual Representation Models
- 609117 Digital studies: epistemic and methodological studies
- 609118 Audiovisual narration in digital convergence
- 609119 Design and interactive creation
- 609103 creative industries
- 609120 Digital Markets
- 609121 Final Master's Project
Program Outcome
Basic skills
- CB6 - Possess and understand knowledge that provides a basis or opportunity to be original in the development and/or application of ideas, often in a research context.
- CB7 - That students know how to apply the acquired knowledge and their ability to solve problems in new or little-known environments within broader (or multidisciplinary) contexts related to their area of study.
- CB8 - That students are able to integrate knowledge and face the complexity of formulating judgments based on information that, being incomplete or limited, includes reflections on the social and ethical responsibilities linked to the application of their knowledge and judgments.
- CB9 - That Students know how to communicate their conclusions¿and the ultimate knowledge and reasons that support them in specialized and non-specialized audiences in a clear and unambiguous way.
- CB10 - That students have the learning skills that allow them to continue studying in a way that will have to be largely self-directed or autonomous.
General skills
- CG01 - Know principles, models, and theories about the relationship and influence of technology in the audiovisual environment.
- CG02 - Understand new formats and derivations of audiovisual products as well as their possibilities of exploitation in the different technological devices.
- CG03 - Apply communication research techniques for the exploitation of information sources and data visualization in order to address new projects in the audiovisual environment.
- CG04 - Analyze the production and management of audiovisual projects, especially in digital and network environments, as well as in new technological and interactive devices.
- CG05 - Understand case studies and professional experiences in the audiovisual sector in the contemporary era.
Specific skills
- CE01 - Understand the features that make up current audiovisual aesthetics by studying the different consumer media, as well as the evolution of works, products, and devices in film, television, and interactive media.
- CE02 - Design and apply the marketing plan of an audiovisual project, planning its budget, dissemination, and implementation.
- CE03 - Apply research tools to perform quantitative and qualitative data analysis of media, audiences, and audiovisual products.
- CE04 - Describe the models of visual and auditory representation through their evolution, influence, and alternative to current schemes.
- CE05 - Understand digital convergence and the different narratives that have arisen around it, from the evolution of traditional media or the consolidation of formats such as video games or fiction series.
- CE06 - Apply an interactive project on the new electronic devices in the audiovisual environment (game consoles, mobile phones, PVRs, PDAs, etc.) valuing the creation of content as well as the user experience
- CE07 - Evaluate digital markets based on the analysis of new business models as well as current experiences and practical cases (Google, Facebook...)
- CE08 - Analyze the features of cultural industries and propose new ways of managing cultural policies, as well as marketing spaces and formats linked to leisure.