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Materials (articles, videos, guides, etc.) in English and Spanish are used during the course.
E12. Apply entrepreneurial initiative and innovation for the creation of new video games and business lines.
E13. Apply business vision, marketing and sales, economic analysis and technical knowledge for video game production.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G3. Gather and interpret relevant data (usually within their area of study) to make judgments that include reflection on relevant social, scientific, or ethical issues.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
The subject "Entrepreneurship and Innovation" of the Degree in Design and Production of Videogames is part of the subjects linked to the area of business that together with "Business Administration", "Business Models", "Marketing" and others subjects, aim to enhance the entrepreneurial attitude among students and provide them with tools that can be useful if they decide to link themselves to entrepreneurship on the way to joining the world of work. In this case, this subject is after "Business Administration" (1st year) and before "Business Models" and "Marketing" which are taught in the following quarters of the 2nd year. It should be noted, therefore, that this subject follows a guiding thread on the business knowledge that the students have acquired in the 1st year and does not delve into the concepts of "Business models" and "Marketing" given that it goes into detail in the following quarters of the same course.
The contents of this subject have been designed to give students an overview of entrepreneurship, from knowledge of the situation in the video game industry and the generation of ideas to their execution in a viable and sustainable way. Given the need for differentiating business projects in a highly competitive environment with companies with a high innovative culture, the subject gives a high priority to creativity and the practical tools that are used in successful companies today.
The subject has theoretical sessions, team work sessions, group discussions, research exercises, presentations by industry professionals, etc. In order to achieve the fundamental basis of the subject, teamwork is rewarded on the one hand, and on the other, the acquisition of theoretical knowledge individually.
At the end of the course the student must be able to:
The subject uses different work methodologies: lectures, lectures, presentations, video capsules, debates and forums, case studies, collaborative learning, problem solving, research and critical reading of articles.
For group work, students will have to develop a business idea in teams of four. The methodology used is "Learning by doing".
1. INTRODUCTION TO ENTREPRENEURSHIP AND INNOVATION
1.1 The what and why of entrepreneurship
1.2 Innovation and type of innovation
1.3 Creative and cultural industries
1.4 Demographics of the video game industrial ecosystem
1.5 Video game development companies. The national scene.
2. DETECTION OF OPPORTUNITIES
2.1 Detection of trends
2.2 Opportunities and needs
2.3 Opportunities are created or discovered
2.4 design thinking
3. CREATIVITY AND IDEA
3.1. Foundation of creativity
3.2. Creativity techniques
3.3. Generation of ideas and solutions to identified challenges
4.2. Validation with users
5. BUSINESS MODEL
5.1. Business Model Canvas
5.2. Business plan
6. LEAN STARTUP
6.1. Introduction to Lean Startup.
6.2. Minimum Viable Product (MVP)
6.3. Experiments and measurements
7. FINANCIAL PLAN AND VIABILITY
7.1. Finance for entrepreneurs
7.2. Balance point
7.3. Funding sources
7.4. "Affordable" loss or affordable loss
8. CREATION AND MANAGEMENT OF THE START-UP
8.1. The entrepreneurial team
8.2. Legal aspects
8.3. Company management
8.4. Growth and expansion
8.5. Expansion models
9.1. Type of pitching
With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):
A1. Exercises in class or at home: Exercises (Evidence of learning outcomes E12.2, E12.3, E12.4, E13.2 and E13.5)
Practical exercises done in class or at home. Some of the exercises consist of analysis, some of them based on real cases, starring national and international video game companies, that deal with strategic decisions or that end in success or failure. Usually supported by texts, viewed in class: videos or class presentations.
A2. Group work: Startup design (Evidence of learning outcomes E12.1, E12.4, E12.5, E13.2, and E13.6)
The objective of this group work is to carry out a simulation of a start-up idea or project, from the phase of detecting opportunities and ideation, through prototyping and validation with users, the analysis of the viability of the business and finally, the presentation to potential investors. Doing this not only exposes students to a concrete case of learning by doing, but students can experiment with a business or solution idea and test it. The work must be presented in a document and orally in a pitch.
A3. Pitching (Evidence of learning outcomes E12.2, E13.1)
Oral presentation of the solution or idea. The structure of the presentation, the clarity and justification of the idea based on identified needs or opportunities will be assessed.
A4. Partial exam: Exam (Evidence of learning outcomes E12.2, E13.1, E13.2, E13.3, E13.5 and E13.7)
Individual partial examination of part of the syllabus. The format is test-type.
A4. Final exam: Exam (Evidence of learning outcomes E12.2, E13.1, E13.2, E13.3, E13.5 and E13.7)
Individual final exam of the course syllabus.
General criteria of the activities:
The grade of each student will be calculated following the following percentages:
RIES, Eric (2011). The Lean Startup. NY: Crown Publishing Group.
Brown, T. (2008). Design thinking. Harvard business review, 86 (6), 84.
Bies, B. (2017). Indie Gaming: Finding Entrepreneurial Success in Video Games. New Degree Press
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Baron, Robert A. (2014). Essentials of Entrepreneurship. Evidence and Practice. Edward Elgar.
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URBANO, D. (2005): The creation of companies in Catalonia: support organizations and attitudes towards entrepreneurial activity. CIDEM study collection. Center for Innovation and Business Development.
DEV. The 3D of Video Game Financing. Link: http://www.dev.org.es/es/3dfinanciacion
URBANO, D. & RODRIGUEZ, L. (2010): Guide for the elaboration of a business plan. Department of Labor. Government of Catalonia.
Welch, DE, & Welch, LS (1996). The internationalization process and networks: A strategic management perspective. Journal of International Marketing, 11-28.
Lewis, JD (2002). Partnerships for profit: Structuring and managing strategic alliances. Simon and Schuster.
Chesbrough, HW (2003). Open innovation: The new imperative for creating and profiting from technology. Harvard Business Press.