Compulsory modules
Creative Industries: Contexts and Practices (15 credits)
This module introduces the structures, features and professional practices of the UK and global Creative Industries. The module aims to explore a range of different media and creative industries from both professional and academic perspectives. Students will hear from and engage with practitioners and policy makers and consider different disciplinary and theoretical approaches to better understanding current developments in the Creative Industries.
Researching Media Industries (15 credits)
The aims of this module are to:
- enable students to become familiar with a range of methodologies for the analysis of the structure, operation, outputs and uses of the media and creative industries;
- enhance the acquisition of applied skills for research design, data collection and analysis applied to the media and creative industries;
- enhance the acquisition of critical and analytical skills for assessing quality in media research, using appropriate quality assessment criteria and standards.
Dissertation (60 credits)
The aims of this module are to give the student the opportunity to study a subject, or research question in depth and to research the issues surrounding the subject or background to the problem.
The module will equip the student with the relevant skills, knowledge and understanding to embark on their individual research project and they will be guided through the three options available to them to complete their dissertation:
- A desk based research project that could be set by an organisation or could be a subject of the student's choice
- A project that involves collection of primary data from within an organisation or based on field research
- A full professional placement within an organisation during which time they will complete a project as part of their role in agreement with the organisation (subject to a suitable placement position being obtained)
Students will achieve a high level of understanding in the subject area and produce a written thesis or project report which will discuss this research in depth and with rigour.
Optional modules
Choose one of:
Sport Public Relations and Communication (15 credits)
The aims of the module are to understand the importance of communication with a sport organisation's stakeholders (e.g., fans, media, sponsors, community, employees), the various channels and mechanisms by which to communicate with such stakeholders, and to identify the most appropriate channels of communication for a given situation depending on several contextual factors.
The module will provide students with an understanding of the principles of communication and public relations and the ability to employ communication strategies specifically in sport-related contexts.
Media, Social Movements and Identities (15 credits)
Social movements and identities are deeply intertwined with media, communication, and cultural systems. In this module, we will critically examine the complex relationships between media, social movements, and identities. We will explore key conceptual debates on social identities - including gender, sex, class, race, ethnicity, and nationality, and analyse how these identities have become central to social movements.
Through this exploration, we will investigate the role of media in representing and shaping identities, articulating social movements, and influencing changes in our understanding of both. By engaging with theoretical perspectives and case studies, this module will provide students with the analytical tools to assess the impact of media on identity politics and collective action.
It is designed as an interdisciplinary module, welcoming students from diverse academic backgrounds and skill sets. Its assessments cater to students who are comfortable with conceptual thinking and are interested in producing accessible and creative outputs.
Immersive Experiences and Creative Technologies (15 credits)
Creative immersive experiences have revolutionised the global experience economy in recent years as cultural organisations, entertainment and performance companies, digital marketing and architectural venues have rapidly adopted the use of advanced creative technologies eXtended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), real-time game engines, AI into new formats of immersive storytelling and building of hybrid and virtual 3D worlds.
By bringing together critical perspectives in new media studies, creative industries policy, digital technologies and user-centred design, this module explores industry-relevant and socio-cultural implications of using immersive technologies in the production of cultural and creative experiences.
By exploring cutting-edge case studies and critical debates on immersive experiences in a wide range of creative industries screen, museums and heritage, live events and theatre, games and entertainment, design, fashion, architecture, and advertising students will acquire in-depth understanding and critical reflections on recent developments in the immersive sector.
Choose one of:
Collaborative Project (15 credits)
The aims of this module are to:
- Provide students with an opportunity to be exposed to project-based teamwork in diverse settings (understood in this context as involving a range of multidisciplinary, multicultural and demographic elements in differing configurations), aiming to strengthen their cooperative and collaborative working skills and competence, while raising awareness and appreciation of diversity itself.
- Provide students with hands on experience of identifying, framing and resolving practice oriented and real-world based challenges and problems, using creativity, critical enquiry and appropriate tools to achieve valuable and relevant solutions.
- Support the development of students' ability to engage in critical enquiry and individual reflection, as well as to apply individual strengths and skills, building on their own educational backgrounds.
- Provide students with opportunities for networking with stakeholders, organisations and corporations, aiming to enhance the competence and skills needed to connect to relevant parties and build up future professional opportunities.
Learning from the Global South: Field Trip (15 credits)
This module has two main aims. The first is to expose students to concrete development challenges experienced by different stakeholders (policy makers, communities and industry representatives, etc) in developing countries.
The second is to experiment with the ways through which the immersion into the field can inform the identification of development challenges and the formulation of research questions and action plans in the area of development.
Note that there are additional travel costs involved in taking this module.