Students will be given options to explore the range of theory and research across the disciplines of arts and business while mandating the completion of core units in creativity, cultural understanding, ethics, and communication. Students will collaborate on projects from the industries and undergo an array of experiential learning activities as such industry seminars and roundtable discussions. They will work on company-based projects to provide solutions to real-life problems in the creative and cultural industries under the supervision of renowned professors and experts in and outside Hong Kong. They will complete multiple learning experiences such as field trips and internships in the Mainland particularly the Greater Bay Area and overseas. By the time of graduation, students will have a strong portfolio documenting their achievements. There will be portfolio and project-based assessment based on constant problem solving. Skills such as teamwork and communication will also be cultivated and assessed.
Entertainment business covers a broad coverage of film, music, theatre, media, gaming, museum, arts and cultural events and performances. It has been rapidly developing in Hong Kong, the Mainland and across the globe in recent years. Technologies and new forms of monetization are also changing the viewer experience drastically. Global entertainment businesses need specialists who can perform a wide range of duties including content development, licensing, finance, marketing, administration, circulation, audience development, public education and more importantly, who can support and champion the fast-evolving new forms of audience engagement.
This transdisciplinary programme is open to students from all academic backgrounds. Business-minded students who wish to pursue a career in the entertainment business and/or arts, cultural and creative industries should apply.
|Major Required Courses (including Final Year Project)||57|
|Major Elective Courses||21|
|Transdisciplinary Common Core (TCC)||9 Units|
|Global Challenges I||3|
|Global Challenges II||6|
|Programme-Specific Knowledge/ Skills (KS)||24 Units|
|Business Ethics and Corporate Social Responsibility||3|
|The World of Business and Entrepreneurship||3|
|Data Analytics for Business Decision Making||3|
|Entertainment 3.0: Creative Industries and Technology||3|
|Globalization and Culture||3|
|Creativity: Theory and Practice||3|
|Programme-Specific Experiential Learning (Exp)||24 Units|
|Transdisciplinary Collaboration Studio||12|
|Global Entertainment Business Field Trip||3|
|Company-Based Final Year Project||6|
|Select any SEVEN of the following courses*:||21 Units|
|Courses offered by Academy of Film|
|Media Arts and Performance||3|
|East Asian Cinemas: History and Current Issues||3|
|Online Media Management||3|
|Game Economy: Cryptocurrency and Blockchain Technology||3|
|Courses offered by Academy of Visual Arts*|
|Studio: Graphic Design||9|
|Studio: Experience Design||9|
|Course offered by Department of History|
|Introduction to Museum Studies||3|
|Courses offered by Department of Humanities and Creative Writing|
|Artistic Creativity and Aesthetics Awareness||3|
|Chinese Song Lyric Writing||3|
|Creative Industries: Theories and Practices||3|
|New Media Cultures||3|
|Popular Music Studies||3|
|Science Fiction, Film and Culture||3|
|East Asia Media Cultures in the Global Age||3|
|Media Representations of Ethnicity||3|
|The Double Face of Creativity: Fact and Fiction||3|
|Writing for New Media||3|
|Courses offered by Department of Music|
|Introduction to Music Business and Music Marketing||3|
|Legal Perspective in the Creative Arts||3|
|Music and Media||3|
|Listening to the Twentieth Century||3|
|Music Design and Programming for Video Games||3|
|Iconic Figures of Chinese Popular Music||3|
|History and Analysis of Game Scoring||3|
|The Past and Present of Music Theatre: from Opera to Broadway||3|
|Female and LGBTO artists in Music, Arts and Society||3|
|Sight and Sound: Great Film Music Collaborations||3|
|Courses offered by School of Business||3|
|Cross-Cultural and Comparative Management||3|
|Understanding the Digital Economy||3|
|Big Data Analytics||3|
|Introduction to Business Analytics and Data Visualization||3|
|Consumer Insight: Online Customer Data Analytics and Machine Learning Approaches||3|
|Strategic Digital Marketing||3|
|Sports and Entertainment Marketing||3|
*For courses offered by Academy of Visual Arts, each 9-unit course can be counted as THREE 3-unit courses.
Graduates of the programme will develop transdisciplinary skills, creativity, intercultural awareness and entrepreneurial mindset that enable them to facilitate creative content creation and delivery and/or take up business positions in administration, marketing, distribution, project and event management for entertainment, arts, culture and creative industries. Graduates will be effective in running business operations, engaging the public audiences, enhancing customer services and front-stage experiences. Their employers include entertainment businesses, creative industries, cultural venues, museums, exhibition spaces, performing venues, art groups, NGOs and foundations, art traders, event organisers’ and the Government.
Students will study in the existing facilities of HKBU and the state-of-the-art facilities in the Jockey Club Campus of Creativity to be opened in 2023/24.
The programme will follow the general admission requirements. Candidates will be required to submit a portfolio and may be required to attend an interview. 100% of holistic assessment, including the best 5 HKDSE subjects, portfolio and interview, will be adopted.
For details, please visit Undergraduate Admissions website.
Local students apply on the strength of Hong Kong Diploma of Secondary Education (HKDSE) should submit application via the Joint University Programmes Admissions System (JUPAS) at http://www.jupas.edu.hk/en/.
Non-JUPAS applicants please apply via the Direct (Non-JUPAS) Admissions Scheme. Please visit the website of Academic Registry of the Hong Kong Baptist University at http://ar.hkbu.edu.hk/pros/ for details.
In addition to the University’s admission requirements, all applicants are required to attend an admission interview with an aim to assess their suitability to the programme.
Applicants will also be encouraged to submit a portfolio for review. Your portfolio should include a personal statement, a short video of yourself and/or creative works (optional). Preparing a portfolio gives you the opportunity to demonstrate your passion, creativity, talent, and potential to succeed in the degree, alongside your academic achievements. Click here for the portfolio submission guideline.
Applicants will be assessed according to their motivation, personal interests and commitment to the global entertainment business and/or arts, culture and creative industries.
The interview will be conducted in English.
Yes. You can apply for an exchange programme. The University has established exchange collaborations with overseas institutions. Students could choose to study in one of the foreign countries such as Australia, Germany, Iceland, Italy, Japan, South Korea, Sweden, Switzerland, UK and USA for a semester or a full academic year.
Yes. A 3-credit bearing Global Entertainment Business Field Trip course will be offered to all Year 3 students in this programme. International exposure and experiences are essential to prepare students who wish to pursue a career in the global entertainment business and/or arts, culture and creative industries. This course will provide students with an opportunity to visit a country/city outside Hong Kong, to acquire first-hand knowledge of the business operations through field visits.
Yes. A 3-credit bearing Industry Internship course will be offered to all Year 3 students in this programme, as we believe an internship links classroom theory to professional practice and provides students with learning experience beyond the academic programme. Students will work in an organization that are primarily related to venue operation, administration, marketing, project and event management. Alternatively, students may be involved in content creation, or given an opportunity to bring changes for existing and emerging forms of arts and culture.