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2013/2014  KAN-CM_V42  Quantitative Data Analysis – Exploring the Economics of the Movie and Video Gaming Industry

English Title
Quantitative Data Analysis – Exploring the Economics of the Movie and Video Gaming Industry

Course information

Language English
Exam ECTS 7.5 ECTS
Type Elective
Level Full Degree Master
Duration One Quarter
Course period First Quarter
Changes in course schedule mayoccur
Wednesday 08.00-11.30, week 36-42
Wednesday 08.00-12.35, week 43
Time Table Please see course schedule at e-Campus
Max. participants 24
Study board
Study Board for MSc in Economics and Business Administration
Course coordinator
  • Jörg Claussen - Department of Innovation and Organizational Economics (INO)
Main academic disciplines
  • Innovation and entrepreneurship
Last updated on 20-03-2013
Learning objectives
At the end of the course, the student is expected to be able to:
  • Understand the economics of the movie and video game industry.
  • Critically read data to discover and correct inconsistencies.
  • Prepare datasets to allow for empirical analysis.
  • Derive testable hypotheses from theory.
  • Test hypotheses using cross-sectional regression models.
  • Write a scientific research paper.
Course prerequisites
The course is open to Master level students. It is primarily targeted at MIB students but also open to students with other concentrations.

Students should have some econometric knowledge and the willingness to learn the statistical programming environment Stata. Due to the hands-on nature of the course, the number of participants is limited to 24.
Research Paper:
Examination form Home assignment - written product
Individual or group exam Group exam, max. 3 students in the group
Size of written product Max. 30 pages
Assignment type Project
Duration Written product to be submitted on specified date and time.
Grading scale 7-step scale
Examiner(s) One internal examiner
Exam period October
Make-up exam/re-exam
Same examination form as the ordinary exam
Course content and structure
Nowadays, large amounts of data have become available for the analysis of various problems for academics and managers alike. Knowledge about quantitative methods is therefore an important skill when starting a career. This course aims to further strengthen your knowledge and enrich your experience in quantitative data analysis.

We are addressing this goal in the context of the movie and video games industry, two increasingly important and heavily intertwined creative industries. Large-scale datasets will be used to answer important research questions at the core of these industries. Topics will include questions of optimal product release strategies, interdependencies between the two industries, as well as the role of product ratings on commercial success.
Teaching methods
The course will begin with a two-day kickoff session, where the lecturers will introduce students to the movie and video gaming industry, recap and introduce empirical methods, and introduce the statistical software STATA. Students will then select a topic and will work on it in groups of three. The groups will regularly meet with a supervisor. After four weeks, students will present their preliminary results and then write up their results in a scientific paper.
Expected literature
  • Baum, C. F. (2006), An Introduction to Modern Econometrics Using Stata, Stata Press, College Station TX.
  • Cameron, A. C.. & Trivedi P. K. (2009), Microeconometrics Using Stata, Stata Press, College Station TX.
  • Wooldridge, J. M. (2002), Econometric Analysis of Cross Section and Panel Data, The MIT Press, Cambridge MA.
Last updated on 20-03-2013