MSc Sport Digital and Media Technologies

Institute for Sport Business

You will develop a critical understanding of how technology is impacting on sport in particular the growing sport digital and media sectors. Sport is embracing digital technologies to improve performance and business practice. The sports media provide valuable content and audiences for broadcasters, companies and sponsors. Thus understanding the importance of how technology, particularly new digital and media technologies is shaping the business of sport is essential for future sport business professionals and entrepreneurs. New technological applications in the business of sport requires graduates with new knowledge and skills to navigate the new sporting environment.

Programme Aims

a) Use action based learning to develop insight into the potential of new media technologies and their influence on innovation in the sports digital and media industries

b) Develop the critical analysis skills required to evaluate and reflect on the innovation process and the behaviours required to manage innovation in the sports digital and media industry

c) Develop a critical understanding of the dynamics of the sport digital and media sector

d) Develop a critical understanding of the mobile internet and cloud technology with a special emphasis on media cloud applications shifting to mobile Internet platform and its associated challenges for sport

Programme Structure

To complete the MSc Sports Digital and Media Technologies, students must complete 8 x 15 credit modules. Students must choose and complete any 1 optional from the 2 optional modules in the first semester and any 1 from the 2 optional modules in the second semester. All students must complete a Dissertation worth 60 credits.

Request a call back

If you would like to speak to the Programme Director of MSc Sports Digital and Media Technologies, please complete this form to request a call back.

Duration

1 year full-time or up to 4 years part-time

Assessment

Modules are assessed by a combination of written assignments, group exercises, presentations and time constrained assignments. Subject to your choices, there may also be exams.

Entry qualifications

Minimum of an upper Second Class Honours degree (2:1) or equivalent from a wide range of subjects/disciplines. In exceptional circumstances an applicant may be admitted to the degree who does not possess the requirements mentioned, but who has substantial relevant work experience.

English Language requirements: IELTS 6.5 overall, with a minimum of 6.0 in each subtest (Reading, Listening, Writing and Speaking) or equivalent. See www.lboro.ac.uk/international/englang/.

Career prospects

This programme will provide you with knowledge of the technologies driving sport digital and media development, and other related activities. You will have the opportunity ti develop networking skills and will work in collaboration with others in order to compete in today's global sport business environment.

Fees and Funding

£10,000 (UK/EU) / £22,650 (International)

Click here to see our available scholarships and bursaries worth up to 90% off fees.

Compulsory modules

Collaborative Project

Module Description

This module tests your skills in a team environment. With a multi-talented group of students you will work on a brief from a real company looking to solve a real social or business problem for a real client. Student teams will research and build solutions to a business deadline supported by our project tutors, clients and staff. We expect clients to include BT Sport, The London Legacy Development Company and other companies and charities working to respond to the digital age.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Deal with challenges associated with working in interdisciplinary teams

b) Undertake a project development process informed by organisational frameworks

c) Demonstrate interdisciplinary communication skills

d) Apply Design Thinking methods

e) Plan and execute a project plan in collaboration with other team members

f) Identify user needs, collecting and analysing appropriate data, creating conceptual solutions and develop a prototype

Modular Weight

15 credits

Delivery Period

Semester 1

Teaching and Learning

Guided independent study (99 hours)

Supervised time in studio (40 hours)

Lectures (10 hours)

Tutorials (1 hour)

Assessment

Project plan (20%)

Group report (50%)

Project outputs including presentation (30%)

Advanced 3D Media Environments

Module Description

This module covers the main concepts and state-of-the-art applications of 3D multimedia for creating immersive 3D media environments.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Grasp the main concepts and state-of-the-art applications of 3D multimedia with an emphasis on capturing, rendering and control techniques in mobile and static environments.

b) Understand the techniques and technologies used in the development of immersive multimedia systems

c) Understand the key concepts of 3D multimedia technologies used as state-of-the-art digital environments

d) Understand the design processes involved in the development of those environments

e) Comprehend, analyse, and apply given knowledge to meet the objectives in 3D multimedia engineering

f) Use DSP skills with programming languages, for 3D multimedia applications

g) Implement and use digital filters for multimedia signals

h) Implement 3D multimedia rendering algorithms

Modular Weight

15 Credits

Delivery Period

Semester 2

Teaching and Learning

Guided independent study (120 hours)

Tutorials (26 hours)

Lectures (4 hours)

Introduction to Mobile Internet and Media Clouds

Module Description

The aim of this module is to provide students with an overview of the mobile Internet and cloud technology with a special emphasis on media cloud applications shifting to mobile Internet platforms and its associated challenges.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Receive an overview of the mobile Internet and cloud technologies with specific knowledge in media cloud applications on mobile devices, systems and Internet in general, and the challenges that are associated with making such applications available to the end-users via the mobile Internet and cloud technology

b) Understand the mobile Internet technology, media cloud applications, and the strengths and associated challenges by utilising mobile cloud technology and applications

c) Understand mobile networking and media cloud topics

d) Understand privacy and security issues in mobile cloud services

e) Understand mobile Internet and cloud business models Skills

f) Gain experience with the understanding of mobile Internet architecture and access techniques, system performance and limitation

g) Gain specific skills in media cloud applications and how the combination of mobile Internet with cloud computing technology will fast-changing the future of media applications for people on the move and the daily life of public in general

h) Apply their knowledge of mobile Internet and media cloud technology in media service delivery and communication industry

i) Tackle media cloud application and mobile communication networks related problems and deal with their possible solutions

j) Equip themselves with the necessary understanding and essential knowledge that are required for service provider jobs in the cloud computing, applications, and mobile services provision domains

Modular Weight

15 Credits

Delivery Period

Semester 1

Teaching and Learning

Guided independent study (126 hours)

Lectures (20 hours)

Tutorials (4 hours)

Assessment

Exam (80%)

Final coursework report (20%)

Media Audiences, Users and Markets

Module Description

This module aims to introduce students to the major theoretical and methodological issues at stake in researching people’s engagement with media, as audiences, users and consumers. The module examines the historical evolution of audience research; the key theoretical paradigms in the field; the practice of market research, and how it is employed within the media and creative industries; methodological and ethical dimensions of research; and the implications of new media technologies, both for the experience of audiences/users/consumers and for the practice of research. Case studies will be presented by visiting speakers from relevant organisations in the media and creative industries.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Understand the major research trends in the academic study of media audiences, including social-psychological and Cultural Studies perspectives

b) Understand the aims, methods and practices of market and consumer research within the media and creative industries

c) Understand the methodological choices entailed in studying media audiences, and their implications and consequences for research findings

d) Understand the implications of new media technologies for audience/user behaviour, and for the practice of audience and market research

e) Identify and debate relevant theoretical perspectives on media audiences, users and markets

f) Describe and evaluate methodological procedures and practices used in this field

g) Systematically assess the implicit theoretical assumptions and methodologies employed in specific research studies

h) Analyse emerging trends and critically evaluate received wisdom in the field

Modular Weight

15 Credits

Delivery Period

Semester 2

Teaching and Learning

Guided independent study (120 hours)

Lectures (18 hours)

Supervised time in studio/workshop (10 hours)

Tutorials (2 hours)

Assessment

Essay (50%)

Report (50%)

Dissertation

Module Description

The aim of this module is for the student to conduct an individual research project on a core programme related topic which is either an issue of their choice, an exploratory question agreed with an industry/external partner. The project will investigate this research in depth and with rigour. The project should build on methodological skills developed in earlier modules.

Intended Learning Outcomes

The overall goal of the Dissertation module is for the student to display the knowledge and capability required to perform independent work within the context of the programme of study.

Modular Weight

60 Credits

Delivery Period

Semester 1 and 2

Teaching and Learning

Guided independent study (555 hours)

Lectures (25 hours)

Tutorials (20 hours)

Assessment

Dissertation (80%)

Project proposal (20%)

Digital Technologies and Sport: Evolution and Application

Module Description

This module examines the evolution, development and application of digital technologies to the sport industry. It explores emerging digital applications and practices.

Topics examined include: player performance measurement, in-game decision making, player selection, stadium/facility design to enhance the spectator experience, the use of mobile applications to compliment sport consumption, and the use of customer relationship marketing (cloud based, customer database-segmentation-analytics, social media integration, targeted email campaigns, sponsorship ROI) strategies to achieve the business objectives of sport organisations.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Evaluate the various forms of sport digital applications in relation to performance, stadium and facility design, mobile technologies, and customer relationship marketing strategies and select and build compelling arguments for the adoption of new technologies in the sport industries

b) Understand the techniques and technologies used in the development of sport performance systems

c) Understand the application of digital technologies in state-of-the-art stadium and facility environments

d) Understand the design applications of mobile technologies

e) Analyse and apply digital customer relationship marketing strategies for sport

f) Critically evaluate the importance of digital technologies to formulate a diagnosis of player performance measurement, in-game decision making, player selection/team building

g) Critically analyse, and apply their knowledge of digital technologies to mobile, stadium/facility and customer relationship marketing developments in sport.

h) Critically Analyse sport digital technologies and evaluate their use and value in different business scenarios

i) Identify and critically evaluate how sport digital technologies can be used to achieve business objectives

j) Evaluate and select a digital application and evaluate its application in the sport industries

k) Evaluate new technologies and their impact on sport

l) Evaluate customer experience and the impact of new technologies on this

m) Present ideas and arguments in a clear and structured manner in written or oral form

n) Understand the innovation process and how new technologies support/disrupt this

o) Critically analyse, and apply problem-solving skills

Modular Weight

15 Credits

Delivery Period

Semester 2

Teaching and Learning

Guided Independent Study (120 hours)

Lectures (26 hours)

Tutorial (4 hours)

Assessment

Field Trip Analysis (40%)

Group Report (40%)

Presentation (20%)

New Media and Analytics for Sport Business

Module Description

The first part of this module will demonstrate how various sport properties are leveraging new media and new technologies, specifically, the Internet and mobile technology. Areas to be discussed include ecommerce, sponsorship, social networking and online communities, streaming video, user-enhanced content, and user-generated content.

The second part will use analytics to study a wide variety of issues affecting the sport industry. Students will learn not only how the recent application of analytics has improved each of the above areas within the professional sport industry, but also how analytics can improve decision-making in sport business and any other field of business. Students will use analytics to study a wide variety of issues affecting the sport media industry. Topics examined include: marketing, pricing, contracts, and stadium management.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Systematically apply analytical approaches to studying new media applications and their impact on the sport industries

b) Develop knowledge and critical understanding of new media communications practices and strategies, in an ever- changing digital landscape

c) Analyse, interpret, and make decisions based on various new media data Skills

d) Critically evaluate the characteristics of digital new media

e) Apply critical thinking skills to new media analytics to address sport media issues.

f) Develop an ability to critically analyse new media communications and evaluate their use and value in different scenarios

g) Develop an ability to apply sport media analytics to new media practices

h) Apply new media communication practices across a range of business areas

i) Apply their knowledge of sport business analytics to new media strategies and challenges in other business contexts

j) Deliver a cohesive and convincing presentation on a complex topic (new media, analytics) for a range of audiences

Modular Weight

15 Credits

Delivery Period

Semester 1

Teaching and Learning

Guided Independent Study (120 hours)

Lectures (26 hours)

Tutorials (4 hours)

Assessment

Case Study Analysis (40%)

Group Report (40%)

Presentation (20%)

Optional modules

Choose two modules only

Sports Markets and Industries

Module Description

The aim of this module is to develop understanding of the nature of sport markets (and their various sub-sectors) in terms of their socio-economic and political contexts.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Understand the characteristics of selected sport markets and industries

b) Understand the inter-connection between selected industrial sectors

c) Discuss the developments in specific sectors of the sport industries in relation to public policy, voluntary sector priorities and commercial objectives

d) Manage their own learning

e) Express their ideas in an effective manner both in writing and orally

f) Read critically

Modular Weight

15 Credits

Delivery Period

Semester 1

Teaching and Learning

Guided independent study (122 hours)

Lectures (24 hours)

Tutorials (4 hours)

Assessment

Essay (40%)

Report (40%)

Presentation (20%)

Sports Management Theory and Practice

Module Description

The aim of this module is to equip students to carry out critical evaluations of current issues and contemporary management practice in sport, across a broad range of providers.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Understand the management approaches of the sport market and external environment

b) Understand the objectives/values/styles and outcomes in differing management contexts in the UK and other countries

c) Contribute to incisive assignment presentations

d) Manage learning: to learn through case studies the uncertainty and complexity of management

Modular Weight

15 Credits

Delivery Period

Semester 2

Teaching and Learning

Guided independent study (130 hours)

Lectures (20 hours)

Assessment

Report (50%)

In class tests (50%)

Sustainability and Leadership for Sport Organisations

Module Description

This aim of this module is to provide an overview of the most urgent and complex system-level pressures and identify the scale of the challenge to address sustainability. It provides an introduction to key social, environmental, economic challenges 
and an analysis of existing paradigms and assumptions about sustainability. It establishes the business case for responding to sustainability
 and identifies how to mainstream sustainability into an organisation’s strategy
through the principles of leadership for change.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Critically analyse the key elements of sustainable leadership practice

b) Critically analyse how sustainable leadership can shape organisational culture

c) Critically analyse how sustainable leadership can create competitive advantage

d) Understand the aetiology of sustainability and be able to debate the application of sustainable leadership practices

e) Evaluate the application of sustainable principles to specific areas within a

f) Critically evaluate methods and results obtained in published literature

g) Plan and implement sustainable answers to problems in the workplace

Modular Weight

15 Credits

Delivery Period

Semester 2

Teaching and Learning

Guided independent study (126 hours)

Lectures (18 hours)

Tutorials (6 hours)

Assessment

Case study and presentation (50%)

Essay (50%)

Analysing the Construction of Leadership for a Sport Context

Module Description

This module provides a unique opportunity to understand leadership from the perspective of social construction. Through an innovative group project which utilises video as a vehicle to construct multiple perceptions of leadership, students will gain understanding of the socio-cultural aspects of leadership and how it is applied to leadership practice in sport and other environments. As part of this process, students will also gain perspective on group dynamics, their own leadership styles, and the way in which the perception of others might be altered across settings. Topics covered within this module include constitutive leadership, leadership and power, and the politics embedded within the leadership process. Upon completion of the module students should be able to understand how leadership is socially constructed in different environments such a sport, as well as challenge individual perceptions of leadership as traditionally considered.

Intended Learning Outcomes

On completion of this module students should be able to:

a) Understand how leadership is socially constructed Skills

b) Explore the nature of the social construction of leadership and understand how the perceptions of others might be altered

c) Demonstrate good communication skills to challenge individual perceptions of leadership

d) Demonstrate resourcefulness to complete a project task

Modular Weight

15 Credits

Delivery Period

Semester 1

Teaching and Learning

Guided independent study (118 hours)

Lectures (24 hours)

Tutorials (8 hours)

Assessment

Essay (60%)

Video activity (40%)


Share this page: