Master'sBusiness, Management & Technology Policy Applications open

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.

Duration1900 h
ModeOnline
LanguageEnglish
Start datesSet by the faculty
AwardSEIUM Institute diploma
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Learning outcomes

What you will be able to do

01

Analyse the value chain and commercialisation of sports rights.

02

Design live, remote and cloud-based sports production workflows.

03

Size contribution networks and IP signal transport.

04

Configure scalable, low-latency OTT platforms.

05

Protect live content through DRM and anti-piracy measures.

06

Develop data-driven fan experiences.

07

Evaluate monetisation models in line with audiovisual regulation.

Profile

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.
Standards & tools

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
Syllabus

12 modules · 1900 h

  1. 1.1Value chain of sports content
  2. 1.2Commercialisation of audiovisual rights
  3. 1.3Royal Decree-Law 5/2015 and centralised sale of rights
  4. 1.4OTT platforms and linear television
  5. 1.5Subscription, advertising and pay-per-view
  6. 1.6Clubs and leagues as media producers
  7. 1.7Audience fragmentation
  8. 1.8Direct-to-fan models
  9. 1.9Economics of major events
  10. 1.10Case study: a league's rights model
  1. 2.1Outside broadcast vans and live production
  2. 2.2Cameras, lenses and shot planning
  3. 2.3REMI remote production
  4. 2.4Cloud-based production
  5. 2.5Real-time graphics and augmented reality
  6. 2.6Replays and video servers
  7. 2.7Immersive audio and mixing
  8. 2.8Robotic and automated cameras
  9. 2.9HDR and UHD workflows
  10. 2.10Lab: remote production workflow for a match
  1. 3.1Satellite and fibre contribution
  2. 3.2IP transport with SMPTE ST 2110
  3. 3.3SRT, RIST and Zixi protocols
  4. 3.4Synchronisation with PTP
  5. 3.5Signal redundancy and switching
  6. 3.6Quality of service in contribution networks
  7. 3.7HEVC and JPEG XS encoding
  8. 3.8Signal monitoring
  9. 3.9Security in content transport
  10. 3.10Exercise: sizing an SRT contribution link
  1. 4.1Architecture of an OTT platform
  2. 4.2Encoding and transcoding
  3. 4.3HLS and MPEG-DASH packaging
  4. 4.4Low latency with LL-HLS and CMAF
  5. 4.5Content delivery networks
  6. 4.6Players and the device ecosystem
  7. 4.7Scalability for audience peaks
  8. 4.8Microservices in the public cloud
  9. 4.9Viewer quality of experience
  10. 4.10Lab: ABR packaging with FFmpeg
  1. 5.1DRM digital rights management
  2. 5.2Widevine, PlayReady and FairPlay
  3. 5.3Forensic watermarking
  4. 5.4Piracy of live events
  5. 5.5Dynamic website blocking
  6. 5.6Recommendation (EU) 2023/1018 on live piracy
  7. 5.7Geoblocking and territorial rights
  8. 5.8Automatic detection of illegal streams
  9. 5.9Cooperation with intermediaries
  10. 5.10Case study: anti-piracy plan for a match
  1. 6.1Event data capture
  2. 6.2Optical and GPS tracking
  3. 6.3Wearables for athletes
  4. 6.4Advanced statistics and metrics
  5. 6.5Sports data providers
  6. 6.6Data for betting and integrity
  7. 6.7Visualisation in the broadcast
  8. 6.8Performance analytics
  9. 6.9Data ownership and licensing
  10. 6.10Exercise: visualisation of tracking data
  1. 7.1Second screen and interactivity
  2. 7.2Personalisation and recommendations
  3. 7.3Automatic highlights with artificial intelligence
  4. 7.4Virtual reality and 360-degree video
  5. 7.5Communities and social media
  6. 7.6Esports and digital audiences
  7. 7.7Connected stadiums and 5G
  8. 7.8Gamification and loyalty
  9. 7.9Accessible subtitles and audio description
  10. 7.10Workshop: interactive second-screen experience
  1. 8.1Digital video advertising
  2. 8.2Dynamic ad insertion
  3. 8.3Programmatic advertising on connected TV
  4. 8.4Sponsorship and exposure measurement
  5. 8.5Virtual advertising in stadiums
  6. 8.6Subscriptions and churn reduction
  7. 8.7Pay-per-view and microtransactions
  8. 8.8First-party data and targeting
  9. 8.9Cross-platform audience measurement
  10. 8.10Case study: revenue of a club OTT service
  1. 9.1Formats for social media
  2. 9.2Documentaries and branded content
  3. 9.3Archive and MAM asset management
  4. 9.4Metadata and cataloguing
  5. 9.5User-generated content
  6. 9.6Sports narrative and storytelling
  7. 9.7Multi-platform production
  8. 9.8Scheduling and exploitation windows
  9. 9.9Localisation and international distribution
  10. 9.10Exercise: a club's social media editorial plan
  1. 10.1Audiovisual Media Services Directive
  2. 10.2Spanish General Audiovisual Communication Act 13/2022
  3. 10.3Intellectual property and related rights
  4. 10.4Events of major importance for society
  5. 10.5Protection of minors and advertising
  6. 10.6Regulation of gambling advertising
  7. 10.7User data protection
  8. 10.8Competition in the sale of rights
  9. 10.9Rights licensing contracts
  10. 10.10Case study: analysis of a rights licence
  1. 11.1Aggregation and bundling strategies
  2. 11.2Partnerships with telecom operators
  3. 11.3Internationalisation of platforms
  4. 11.4Valuation of sports rights
  5. 11.5The attention economy
  6. 11.6Key indicators of an OTT service
  7. 11.7Generative artificial intelligence in media
  8. 11.8Sustainability of production
  9. 11.9Future scenarios for the sector
  10. 11.10Workshop: strategic plan for a sports platform
  1. 12.1Selection of the case or platform
  2. 12.2Market and rights analysis
  3. 12.3Proposed technical architecture
  4. 12.4Production and distribution plan
  5. 12.5Monetisation strategy
  6. 12.6Content protection
  7. 12.7Fan experience
  8. 12.8Economic feasibility of the project
  9. 12.9Master's Thesis report
  10. 12.10Master's Thesis: defence before a panel
Methodology, software & labs

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).

Assigned technical tutor:every module ends with a deliverable that your tutor marks individually.
Standards-based learning:guided reading of Directive (EU) 2018/1808, SMPTE ST 2110 and MPEG-DASH applied to real cases, not as a theoretical annex.
Industry software:FFmpeg, AWS Elemental MediaLive, vMix, Wowza Streaming Engine and Tableau, in free, academic or evaluation versions.
Master's Thesis with defence:A complete technical and business project for a real sports media or OTT platform, defended before a panel.
Flexible format:100% online, no fixed timetables, compatible with full-time work.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Market and rights analysis
Analyse the market and the rights position of the chosen platform or case.
Technical architecture
Design the production, contribution and OTT delivery architecture.
Content protection plan
Define DRM, watermarking and anti-piracy measures for live content.
Monetisation and fan experience
Build the monetisation strategy and data-driven fan experience, with an economic feasibility study.
Master's Thesis
Present the complete sports media platform project, defended before a panel.
Career opportunities

Where this takes you

Streaming engineerOTT product managerTechnical director of sports productionAudiovisual rights managerSports data analystDigital content manager
Admissions & scholarships

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.

FAQ

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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