Entertainment, Media, and Sports Lab

EMS-Lab at a glance

  • Term

    Fall

  • Units

    9

  • Eligible students

    All MIT Sloan graduate students

  • Prerequisites

    No

  • Bid/Application

    Bid

  • Travel

    No

  • Host organization profile

    Multinational media and entertainment companies, sports organizations, non-profits, and later-stage startups. All are experiencing massive change due to technological disruption and changing fan behavior and preferences. They are in the midst of large-scale transformations in how they create, distribute, promote, and monetize their content in a marketplace of seemingly endless options. The projects will be related to these transformations and focus generally on issues of growth and relevance.

  • Sample projects

    AI integration into creative content value chain, data analysis for content and/or marketing optimization, competitive market analysis for new or expanding products/experiences, fan needs and expectations analysis (core fans vs new fans)

Info for students

Explore and experience the market structure and dynamics of the entertainment, media, and sports industries. Action learning project gives students hands-on opportunity to work with a host organization and contribute to solving real problems in these industries. Curriculum is designed to expose students to both the creative and commercial sides of entertainment, media, and sports. On the creative side, students learn about the creative process, including content development and production strategies. On the commercial side, students learn strategies to distribute, promote, and measure content. Assignments include individual papers and the semester-long action learning project.