The Course in Innovative Technologies for Digital Communication enables students to acquire both theoretical and practical competences to devise interactive solutions (digital applications, web sites et cetera), applicable to different contexts.
It offers two different curricula:
DIGITAL SERVICES INNOVATION: It provides training in the planning sphere, as applicable to the sectors of education, tourism, mobility, entertainment and cultural assets.
VIDEO GAMES: It offers an ad hoc education in the planning sphere, as applicable to the video-gaming sector.
Digital Service Innovation
A society where individuals interact by the means of a growing number of digital applications and different technologies needs to access services that can fulfill users' requirements according to a beneficial and users-friendly modality.
The Course is oriented towards a multidisciplinary education from the users' point of view throughout all the various stages of digital applications-planning. These phases include needs-identification of specific target users, the creation of an application prototype, the assessment of users-friendliness and a promotional stage through digital channels.
An extensive and integrated knowledge of the main social research techniques and methodologies to assess users' needs (by the means of interviews, focus groups, questionnaires, interactive workshops et cetera) and to analyze available digital technologies (the “mobile” ones as well as, out of example, those linked to the Internet of Things, Artificial Intelligence and Big Data) represents the real added value of this specific curriculum.
- Innovation Strategist: assesses what is already available market wise, spotting what users really need and, on such a basis, identifying the best interaction experience from users' point of view;
- User Experience Designer: creates prototypes of digital applications, defining their functionality and organization, designing the graphical component and visual identity, while cross-checking such aspects with potential final users.
- Social Media Manager: chooses the most appropriate communication modalities per each created digital application, identifying the channels of reference for target users and specifically determining the extent of social networks’ utilization in the framework of a broader communication strategy.
The range of professional chances is thus linked to the human and social spheres of digital applications-planning as well as to users’ experience that inspires the same planning.
Nowadays the demand - from small and huge enterprises and agencies active in the field of digital services - for professionals who are able to devise digital applications “for” the society and “with” the society is increasingly growing. Till a few years ago the entrepreneurial dimension was mostly looking for professionals with a technical and informatic profile. Currently, the key priority seems the integration of potential final users’ point of view into a real product that they will be purchasing and using so that Innovation Strategists, User Experience Designers and Social Media Managers prove to be the most required and widespread professional figures. They have the comparative advantage of being well-aware of different features of the available technologies and digital devices, while at the same time managing to tailor the various digital applications to specific categories of users as well as to the users’ environment so to meet expectations and fulfill requirements.
According to a recent research carried out by Cisco Italia, in the near future enterprises will be mainly demanding profiles focused on users’ needs-based planning: almost 27% of enterprises, in fact, claims to have already planned their recruitment in the next 3 years. The very same figure has been internationally confirmed from Brazen Life which also highlights that such a request will increase by 30% over the next years. Furthermore a Crebs-sponsored research predicts that a competent planner will likely earn up to 70.000 euros per year.
Link Campus University offers the added value of a multidisciplinary education, along with opportunities for in-depth study and professional chances.
Another relevant feature is a steady cooperation with the University’s research centres. Several lecturers at the same time carry out research activities by the DASIC (Digital Administration and Social Innovation Center) that implements a range of projects focused on the application of new technologies at entrepreneurial, institutional and social levels, aiming at introducing innovation and optimization into production, administration and consumption processes.
The Course in Video Games aims at training students in designing and commercial promotion of interactive experiences, namely video games, so to introduce innovation and added value into video gaming enterprises by the means of impressive and original products.
The video gaming sector’s polymorphic nature unavoidably implies a broad interdisciplinarity. The Curriculum accordingly ranges from merely technical aspects (2D graphics, 3D modelling, programming, sound design et cetera) to the humanistic sphere (game design, interactive storytelling, game journalism), with a remarkable component devoted to market-oriented disciplines (communication, marketing and publishing). By providing students with the demanded competences in the field of interactive entertainment, the curriculum enables to develop a broad overview of video gaming enterprises. Such a forma mentis paves the way for rewarding career opportunities in an continuously-expanding sector.
Professors are both academicians and professionals. The lecturing approach combines theoretical knowledge with practical experiences, including through internships by enterprises as well as experimental labs. Thanks to partner enterprises and potential agreements on trainings, stages and placement, students will get the chance to enjoy the first professional experiences already while studying.
- Game Developer: develops a single component or the whole of an interactive product, focusing on a specific branch of the creative industry or rather embracing one of the various technical and humanistic competences implied by the game development sector. Graduates in video gaming are apt to work in the professional fields of mechanics designing and engagement (design); products’ graphic pre-visualization (concept art); creation of visual assets through software (2D/3D graphics); codes implementation and devising of technological tools (programming); setting up of audio ecosystems and creation of emotional impact by the means of sound components (sound design); designing of interfaces and generation of a feeling between products and users (UI/UX designer); management of organizational flows by the means of agile methodologies - such as Scrum - as standardized and utilized by video gaming enterprises at international level (producer).
Such skills can prove beneficial both in the indie production and commercial fields and in the context of serious games and gamification.
- PR and Press office: thanks to communication-relevant ground concepts touched upon by the course, graduates will be able to manage the entrepreneurial storytelling of a video gaming factory and to effectively interact with press interlocutors from sector companies (from indie studies to major Tripla A). Communication strategies could be implemented through basic PR tools such as press releases, local and international promotional events, daily interaction with press agents from mainstream and specialized press, as well as resorting to the new tools of digital communication, in primis social networks and digital PR, so to stay in touch with broader communities.
- Publisher: takes care at various levels of publication and market sale processes of video gaming products. Graduates in the sector can engage in various publishing aspects, such as marketing operations with suppliers and physical and digital retailers. They can also significantly impact video gaming products’ promotion and enhancement processes throughout their entire life cycle, from acquisition to market launching. The curriculum trains to integrate in the context of an already well-shaped sector enterprise or to establish start-up entrepreneurial initiatives thanks to the competences gained during the course.
- Expert in event marketing: devises and implements local and international events for the production and publication of video games as a marketing operation. Moreover, the acquired expertise allows graduates to perform professional roles in the context of international competitive sport events which are linked to gaming (eSport). Finally, such professional profiles are apt to serve during events that fulfil enterprises’ educational, productive, networking and advocacy requirements, by the means of the so-called “developers’ conference”, B2B events targeting video game designers and, on the whole, digital content creators.
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