Compulsory modules

Media Industries: Critical Perspectives (15 credits)

The aims of this module are to introduce students to key critical debates relating to the economics of media and creative industries and their social, cultural and political implications.

Grand Challenges (15 credits)

The aim of this module is to give students an opportunity to explore grand challenges facing our global society and to propose imaginative solutions to specific challenges in one or more country.

Students will critically reflect on the United Nations Sustainability Development Goals and think about how Loughborough University's Creating Better Futures. Together Strategy might contribute to them.

Students will engage with ideas and approaches to possible solutions from their own programme and gain diverse insights from Loughborough University London's interdisciplinary ecosystem. This will involve solution-oriented thinking and a balance between criticality and possibility, leading to a deep understanding of grand challenges and imagining creative responses to them.

Optional modules

Choose one of:

Branding & Identity (15 credits)

The module focuses on developing understanding of foundational concepts of branding, design and social identity. Key theoretical concepts of 'identity', 'socialisation' and 'representation' will be introduced through lectures and seminars in order to explore the complex interrelationships between identity, sociocultural contexts and strategic brand design.

Digital Heritage, Museums and Cultural Industries (15 credits)

This module will consolidate knowledge on the global cultural and heritage industries and contemporary developments, with a focus on the integration and impacts of digital media. The module has the following key aims:

  • Introduce students to the cultural and heritage industries in the UK and across the world and explore their structure and operation alongside their sociocultural, economic and political impact.
  • Provide a critical, theoretically-informed analysis of how these industries are shaped and constrained in contemporary times by social and cultural policy and by technological change.
  • Introduce and consolidate knowledge on key concepts and theories in heritage and digital heritage studies, with applications in two areas: (1) GLAM institutions - Gallery, Libraries, Archives and Museums; and (2) community and indigenous heritage.
  • Offer theoretical and methodological tools for examining the integration and effects of digital media in the production of cultural experiences, cultural participation and cultural learning.
  • Develop understanding of and ability to use conceptual, analytical and methodological tools for engaging with key issues and debates in contemporary heritage and digital heritage studies, from an interdisciplinary perspective.

UX and Design (15 credits)

The aim of this module is to introduce students to central user experience concepts, applications and practices situated in the wider context of designing user journeys and services. It conveys a human-centred approach to design, which aims to develop the capabilities of students to conduct user centred research, understand and identify opportunities to improve user experience, design sustainable, transformative solutions and to develop their mastery in creative and analytical skills. The module does this by mobilising the concept of touchpoints (such as digital user interfaces, situated information and signage, interactive interfaces, extended reality experiences or human assistance) that bridge desirable user experiences with feasible and viable service offerings anchored in organisations resources, capabilities and design strategies.

Choose one of:

The Age of Promotion: Strategies for winning hearts and minds (15 credits)

This module aims to prepare students to elaborate and assess strategies developed to promote products, services, and ideas.

Students will take part in debates and practical exercises to experiment with the roles of creating such strategies, pitching them to audiences, and evaluating them against a defined brief.

Topics covered include the current promotional culture we live in, the advantages and risks of reaching visibility, the role of stories and framings in promotional strategies, the relationship between institutions promoting ideas and audiences adopting or challenging them, and the variety of technologies employed in promotional actions, all traversed by reflections about ethics and EDI.

The combination between conceptual explorations and practical exercises aims to prepare students to jobs that involve public communication (health campaigns, environmental risk awareness, policy adoption, etc.), advocacy (citizen mobilisation actions, behaviour change, political engagement), influence and leadership (platform content creation, internet personalities, political campaigning), and marketing (product or service positioning, context and audience awareness).

Creative Producing in the Digital Economy (15 credits)

The module offers a unique opportunity to develop hands-on experience, skill-specific competencies, and industry-relevant knowledge to join the next generation of creative producers, innovators, entrepreneurs, content creators, and storytellers in the fast-growing digital experience economy.

The module combines lectures, practice-led workshops, and seminars with leading industry experts that aim to provide insights into the craft and creative development, intellectual property (IP), business models and finance raising, team and event management of creative experiences across screen, live events and performance, immersive experiences, gaming and entertainment sectors.

Students will learn about and collaborate on real-world projects with leading creative organisations and companies (Sadlers Wells East, BBC Music Studios, 59Productions, ScreenSkills, etc.) fostering students career paths and prospects.