Master’s in Media, OTT & Sports Content Engineering
Online master's programme of 1,900 hours in media, OTT and sports content engineering: 12 modules covering live and remote sports production, signal contribution, OTT platforms, content protection, sports data, fan experience, monetisation, editorial strategy and audiovisual regulation, with an assigned technical tutor.
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Run a real engineering trade-off from this field. Move the sliders, watch the model react in real time and beat the challenge.
What you will be able to do
Analyse the value chain and commercialisation of sports rights.
Design live, remote and cloud-based sports production workflows.
Size contribution networks and IP signal transport.
Configure scalable, low-latency OTT platforms.
Protect live content through DRM and anti-piracy measures.
Develop data-driven fan experiences.
Evaluate monetisation models in line with audiovisual regulation.
Who it's for
- Streaming engineers working on live and on-demand video delivery.
- OTT product managers.
- Technical directors of sports production.
- Audiovisual rights managers.
- Sports data analysts moving into broadcast and media.
- Digital content managers at clubs, leagues and media groups.
- Engineering or science graduates aiming to move into audiovisual media.
What you'll work with
- Directive (EU) 2018/1808 (Audiovisual Media Services Directive)
- Spanish Act 13/2022 (General Audiovisual Communication Act)
- Royal Decree-Law 5/2015 (centralised sale of football audiovisual rights in Spain)
- Recommendation (EU) 2023/1018 (combating online piracy of live events)
- SMPTE ST 2110 (professional media over managed IP networks)
- ISO/IEC 23009-1 (MPEG-DASH) (dynamic adaptive streaming over HTTP)
- Directive (EU) 2019/790 (copyright in the Digital Single Market)
- Regulation (EU) 2016/679 (GDPR) (General Data Protection Regulation)
- FFmpeg
- AWS Elemental MediaLive
- vMix
- Wowza Streaming Engine
- Tableau
12 modules · 1900 h
1.1Value chain of sports content1.2Commercialisation of audiovisual rights1.3Royal Decree-Law 5/2015 and centralised sale of rights1.4OTT platforms and linear television1.5Subscription, advertising and pay-per-view1.6Clubs and leagues as media producers1.7Audience fragmentation1.8Direct-to-fan models1.9Economics of major events1.10Case study: a league's rights model
2.1Outside broadcast vans and live production2.2Cameras, lenses and shot planning2.3REMI remote production2.4Cloud-based production2.5Real-time graphics and augmented reality2.6Replays and video servers2.7Immersive audio and mixing2.8Robotic and automated cameras2.9HDR and UHD workflows2.10Lab: remote production workflow for a match
3.1Satellite and fibre contribution3.2IP transport with SMPTE ST 21103.3SRT, RIST and Zixi protocols3.4Synchronisation with PTP3.5Signal redundancy and switching3.6Quality of service in contribution networks3.7HEVC and JPEG XS encoding3.8Signal monitoring3.9Security in content transport3.10Exercise: sizing an SRT contribution link
4.1Architecture of an OTT platform4.2Encoding and transcoding4.3HLS and MPEG-DASH packaging4.4Low latency with LL-HLS and CMAF4.5Content delivery networks4.6Players and the device ecosystem4.7Scalability for audience peaks4.8Microservices in the public cloud4.9Viewer quality of experience4.10Lab: ABR packaging with FFmpeg
5.1DRM digital rights management5.2Widevine, PlayReady and FairPlay5.3Forensic watermarking5.4Piracy of live events5.5Dynamic website blocking5.6Recommendation (EU) 2023/1018 on live piracy5.7Geoblocking and territorial rights5.8Automatic detection of illegal streams5.9Cooperation with intermediaries5.10Case study: anti-piracy plan for a match
6.1Event data capture6.2Optical and GPS tracking6.3Wearables for athletes6.4Advanced statistics and metrics6.5Sports data providers6.6Data for betting and integrity6.7Visualisation in the broadcast6.8Performance analytics6.9Data ownership and licensing6.10Exercise: visualisation of tracking data
7.1Second screen and interactivity7.2Personalisation and recommendations7.3Automatic highlights with artificial intelligence7.4Virtual reality and 360-degree video7.5Communities and social media7.6Esports and digital audiences7.7Connected stadiums and 5G7.8Gamification and loyalty7.9Accessible subtitles and audio description7.10Workshop: interactive second-screen experience
8.1Digital video advertising8.2Dynamic ad insertion8.3Programmatic advertising on connected TV8.4Sponsorship and exposure measurement8.5Virtual advertising in stadiums8.6Subscriptions and churn reduction8.7Pay-per-view and microtransactions8.8First-party data and targeting8.9Cross-platform audience measurement8.10Case study: revenue of a club OTT service
9.1Formats for social media9.2Documentaries and branded content9.3Archive and MAM asset management9.4Metadata and cataloguing9.5User-generated content9.6Sports narrative and storytelling9.7Multi-platform production9.8Scheduling and exploitation windows9.9Localisation and international distribution9.10Exercise: a club's social media editorial plan
10.1Audiovisual Media Services Directive10.2Spanish General Audiovisual Communication Act 13/202210.3Intellectual property and related rights10.4Events of major importance for society10.5Protection of minors and advertising10.6Regulation of gambling advertising10.7User data protection10.8Competition in the sale of rights10.9Rights licensing contracts10.10Case study: analysis of a rights licence
11.1Aggregation and bundling strategies11.2Partnerships with telecom operators11.3Internationalisation of platforms11.4Valuation of sports rights11.5The attention economy11.6Key indicators of an OTT service11.7Generative artificial intelligence in media11.8Sustainability of production11.9Future scenarios for the sector11.10Workshop: strategic plan for a sports platform
12.1Selection of the case or platform12.2Market and rights analysis12.3Proposed technical architecture12.4Production and distribution plan12.5Monetisation strategy12.6Content protection12.7Fan experience12.8Economic feasibility of the project12.9Master's Thesis report12.10Master's Thesis: defence before a panel
How you'll learn
100% online training on the SEIUM campus, with downloadable material, recorded classes and an assigned technical tutor. There are no fixed timetables: you progress at your own pace within the intake, so the programme is compatible with work.
Each module combines theory, guided reading of the original regulations and standards, and applied exercises. The working software is FFmpeg, AWS Elemental MediaLive, vMix, Wowza Streaming Engine and Tableau, in free, academic or evaluation versions. Exercises are built on real procedures: design of a remote production workflow, adaptive video packaging and delivery, and an anti-piracy plan for a live event. Assessment is continuous by module, plus the final Master's Thesis.
Standards covered: Directive (EU) 2018/1808, Spanish Act 13/2022, Royal Decree-Law 5/2015, Recommendation (EU) 2023/1018, SMPTE ST 2110, ISO/IEC 23009-1 (MPEG-DASH), Directive (EU) 2019/790, Regulation (EU) 2016/679 (GDPR).
Build it end to end
Your final project follows the real engineering workflow, step by step, reviewed by your tutor.
Where this takes you
Requirements
- University degree in engineering, science or architecture, or equivalent demonstrable professional experience.
- Internet connection and a computer capable of running the programme software.
- English sufficient to read technical standards.
Ready to start?
Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.
Frequently asked questions
The programme totals 1,900 hours over 12–14 months. You set your own pace within each intake, and your tutor helps you plan the workload around your job.
You work with FFmpeg, AWS Elemental MediaLive, vMix, Wowza Streaming Engine and Tableau, using free, academic or evaluation versions. Your tutor indicates the free alternative wherever one exists.
A SEIUM Institute diploma, awarded on passing the continuous assessment and the Master's Thesis. It is SEIUM's own qualification, not an official state degree; its recognition depends on the programme completed and the regulations of each country.
Yes. Modules passed in a course or postgraduate diploma in the same area are recognised in the higher programme. Ask about the recognition policy when you enrol.
A university degree in engineering, science or architecture (or equivalent professional experience), a suitable computer and English sufficient to read technical standards.
Start dates are set by SEIUM's faculty for each intake. Our admissions team will confirm the next available date when you apply.
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