Programme information

This programme is aimed at building students’ knowledge and expertise in a range of digital creative media topics to help them understand, design and develop creative media applications which are growing in popularity including smart phone applications. 

Specific modules included in the programme focus on gaming technologies, media production and creative media design and practices, all of which are taught by the leading experts in the area. Students will also benefit from experience in 3D creative media and studio environments first-hand, all of which will provide a unique opportunity to engage with advanced research motivated problems in the exciting topics related to digital creative media.

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Entry requirements

An honours degree (2:2 or above), or an equivalent overseas qualification recognised by Loughborough University.

Overseas qualification equivalencies

English Language requirements

All applicants for admission to Loughborough University must have a qualification in English Language before they can be admitted to any course or programme, whether their first language is English or not.

More on the Loughborough University website

Future career prospects

Graduating from this programme will provide students with job opportunities in media technologies and creative industries (e.g., studios, film and music makers), broadcasters as well as communication industries and service providers. Graduates will also have the knowledge required to enter a wide research field related to creative media including their design and applications.

Graduates will also have the opportunity to enhance their knowledge and career prospects further by undertaking an MRes or PhD programme.

Fees and funding

Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, IT equipment and other support services. The standard tuition fees for this course are:

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

University fees and charges can be paid in advance and there are several methods of payment, including online payments and payment by instalment. Special arrangements are made for payments by part-time students.

View scholarships for 2017 entry

Programme modules

This programme covers a wide range of topics; to give you a taster we have expanded on some of the core modules affiliated with this programme and the specific assessment methods associated with each module.

Core modules

Media Design and Production

This module introduces the students to applications containing multimedia design, creation and distribution over networks. In particular, multimedia transmission aspects over the Internet Protocol are covered.

First, the production side is covered, including video and audio capturing, synchronisation, recording and interchange formats, and compression workflows. Fundamental knowledge on sound engineering and audio technology, including the design, manipulation and production of audio, will be given to the students.

In the second part, different classes of media applications are presented, such as conversational (e.g., Skype, audio-visual conferencing), streaming applications (e.g., Video on Demand), and broadcast applications (e.g., mobile TV, satellite TV), and how those applications are classified according to their bandwidth requirements, packet loss, latency, jitter, and synchronisation requirements. This is then followed Internet-based transmission methods, protocols, and techniques for robust media application delivery.

In the third part, audio-visual media quality assessment techniques and Quality of Experience (QoE) models are presented, where media quality is studied using the principles of human perception of audio/video. Examples from modern media transport methods (e.g., HTTP adaptive streaming) with a view to maximising the end-users’ QoE. User interfaces for interactivity (e.g., motion and video sensors, touch and gesture interfaces) and emerging interaction technologies and associated examples will also be presented.

Learning Outcomes

On completion of this module students should be able to:

  • Demonstrate knowledge of media applications that are in use in modern digital systems, media quality assessment and Quality of Experience (QoE) models, user interfaces and multi-modal interaction technologies.
  • The principles of multimedia production and requirements of multimedia delivery over networks, in particular the Internet
  • Quality of Service parameters, classes of multimedia services, Internet Protocol suite
  • Quality of Experience, relations between QoS and QoE, user interfaces
  • Define the streams making up a multimedia application, how they are produced, express their transport mechanisms, and associated QoS requirements
  • Analyse the metrics associated with a transmission environment in terms of their suitability for supporting certain multimedia applications
  • Discuss how quality assessment is performed
  • Formulate multimedia applications with realistic design constraints and associated QoE considerations
  • Extensively use the knowledge gained in practical media application design and implementation work
  • Apply their knowledge on certain statistical analysis techniques learned in this module on other real-world problems
  • Develop skills to recognise, analyse and solve challenging problems with attention to details
  • Present themselves in the areas of digital content creation, streaming media, IPTV, mobile multimedia applications and user experience design.
Assessment
  • 30% Coursework 
  • 70% Exam 

Media and Creative Industries: Context and Practices

The module includes lectures on topics such as: the creative industries, the history of media technologies, media and intellectual property law; media policy; media organisational structures; and the development, creation, production, distribution and exploitation of media content.

The aim of this module is to present and debate the structure, features and professional practices of the UK and global media landscapes. The module aims to explore a range of different media and creative industries from both professional and academic perspectives.

Learning Outcomes

On successful completion of this module students should be able to demonstrate knowledge and ability of:

  • Identify the key characteristics and trends of various media sectors;
  • Analyse the main elements in the value chain of various media sectors;
  • Identify the key historical moments in the development of mass and online media;
  • The nature and context of working in these sectors.
  • Ability to synthesise acquired information in essays/'industry briefs' which address key challenges for the media and creative industries
  • Make use of feedback on the substance and presentation of these briefs-
  • Write concise `industry briefs'.
  • Engage in conversation with media professionals;
  • Meet weekly deadlines;
  • Write according to strict deadlines;
  • Produce short, well written texts that are informative to others.
  • Be able to engage in dialogue with media and creative industry professionals
  • Be able to respond creatively to contemporary challenges facing the sector 
Assessment

100% Coursework consisting of:

  • 10% Mini reports
  • 90% Report

Collaborative Project

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.

The Collaborative Project Aims to support the development of students' ability to engage in critical enquiry and to apply individual strengths and skills, building on their own educational backgrounds. To provide students with an opportunity to be exposed to project based teamwork in multicultural and interdisciplinary settings in order to strengthen their cooperative and collaborative working skills and competence, while raising awareness and appreciation of cultural and disciplinary diversity and differences.

It also aims to provide students with a 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. And to 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 Outcomes
  • Work in diverse and interdisciplinary teams.
  • Understand and be able to undertake a project based development process.
  • Apply critical enquiry, reflection, and creative methods to identify, frame, and resolve issues and problems at hand. 
  • Identify user and stakeholder needs and value creation opportunities, while collecting and applying evidence-based information and knowledge to develop appropriate insights, practices and solutions.
  • Identify, structure, reflect on key issues and propose solutions to problems in creative ways.
  • Enhance appreciation for diversity and divergent individual and disciplinary perspectives.
  • Be able to provide structured, reflective and critical feedback to peers and other stakeholders.
  • Plan and execute a project plan including scope, resources and timing.
  • Effectively communicate ideas, methods and results to diverse stakeholders.
  • Use multiple, state of the art date media and technologies to communicate with collaborators.
  • Make informed, critical and reflective decisions in time-limited situations.
Assessment

100% Coursework consisting of:

  • 20% Group project proposal          
  • 20% Individual reflection
  • 30% Final Project Report   
  • 30% Project Deliverables to the client

Dissertation

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 lab and/or field experiments
  • An Internship within an organisation during which time students 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.

The aims of this module are to give the student the opportunity to study a subject, business problem or research question in depth and to research the issues surrounding the subject or background to the problem.

Learning Outcomes

On successful completion of this module students should be able to demonstrate knowledge and understanding of:

  • The importance of project planning;
  • The importance of a clear hypothesis or research question;
  • The ethical implications of research;
  • The relevant empirical data and methodologies for data collection or knowledge assimilation for the subject area;
  • Methods of data analysis and their suitability for the intended data;
  • The areas of expertise or publications of the major individuals or organisations in the subject or business area;
  • The previous research or current knowledge in the specific subject or business area;
  • Theoretical perspectives relevant to their chosen topic;
  • The data or knowledge that they have assimilated in the course of the project;
  • The most effective methods of presentation of this data or knowledge;
  • Articulate a clear, coherent and original research question, hypothesis or business problem in a suitable subject area;
  • Synthesise relevant sources (e.g. research literature, primary data) to construct a coherent argument in response to their research question, hypothesis or business problem;
  • Analyse primary or secondary data collected by an appropriate method;
  • Critically evaluate data collected in context with previously published knowledge or information;
  • Engage in critical debate and argumentation in written work;
  • Apply principles of good scholarly practice to their written work;
  • Perform appropriate literature searching/business information searching using library databases or other reputable sources;
  • Determine the most appropriate research methods for a particular subject area;
  • Plan a research project and produce a realistic gantt chart demonstrating their intended timelines;
  • Synthesise information from appropriate sources;
  • Demonstrate rational use of research method tools;
  • Select and use appropriate investigative and research skills;
  • Demonstrate effective project planning skills;
  • Find and evaluate scholarly sources;
  • Engage in critical reasoning, debate and argumentation;
  • Demonstrate effective report writing skills;
  • Recognise and use their resources effectively;
  • Demonstrate resourcefulness to carry out data collection;
  • Successfully manage a project from idea to completion;
  • Demonstrate commercial awareness or the impact of knowledge transfer in a business or research environment.
Assessment

100% Coursework consisting of:

  • 20% Literature Review
  • 20% Research Proposal    
  • 60% Dissertation Report/Essay

Optional modules (choose four modules only)

Media Processing and Coding

This module will cover audio and video processing technologies. The first part of the module includes audio signal capturing, adaptation, compression, enhancement, data analysis, sound control, noise cancellation, spatial audio, digital signal processing (DSP),and various coding techniques. The second part includes video processing techniques, such as motion estimation, edge detection, histogram equalisation, segmentation, object detection. In particular, 3D video processing techniques will be outlined (depth image based rendering, estimation and processing). Scalable and multi-view coding schemes will be covered. Other topics include innovative integration of audio and video applications. The topics will be discussed with a view to enable efficient storage but more importantly for efficient and effective communication systems. Students will have opportunities to enhance their practical skills in media coding with C++ and Matlab DSP packages.

The aim of this module is to provide students with theoretical and practical knowledge on audio and video processing and coding techniques.

Learning Outcomes

On completion of this module students should be able to:

  • Display knowledge in essential topics on: audio and video signal processing, coding techniques including scalable and multi-view aspects, as well as integration of audio and video applications;
  • Fundamental theory and practice related to audio capturing, processing, and coding, sound control, noise cancellation;
  • Video processing techniques (e.g., object detection, segmentation), fundamentals of video compression and key standards, advanced video representation and rendering techniques, including 3D;
  • Analyse digital data and formulate a diagnosis in media processing;
  • Comprehend the use of multimedia signals in systems, and effectively apply multimedia signal processing skills for the design of those systems;
  • Use coding skills with C++ and Matlab for digital media signals;
  • Implement digital filters for audio and video signals;
  • Implement multimedia rendering and control systems;
  • Use development hardware and software tools for data processing;
  • Analyse and evaluate research data;
  • Make oral presentations and produce well-structured written work based on data collection and analysis;
  • Work effectively in a group environment;
  • Demonstrate problem-solving skills in digital media processing and coding;
  • Demonstrate a logical and analytical skills in media processing.
Assessment
  • 30% Coursework report
  • 70% Exam

Advanced 3D Media Environments

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

Learning Outcomes

On completion of this module students should be able to:

  • 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.
  • Understand the techniques and technologies used in the development of immersive multimedia systems
  • Understand the key concepts of 3D multimedia technologies used as state-of-the-art digital environments
  • Understand the design processes involved in the development of those environments
  • Comprehend, analyse, and apply given knowledge to meet the objectives in 3D multimedia engineering
  • Use DSP skills with programming languages, for 3D multimedia applications
  • Implement and use digital filters for multimedia signals
  • Implement 3D multimedia rendering algorithms
Assessment
  • 30% Coursework                
  • 70% Exam

Creative Industries in a Global Perspective

The topics covered will include: comparing contribution of creative industries to national income and employment internationally; examining international trade in creative goods and services; examining the development of transnational production of creative goods and services; examining the development of international media and cultural policy; discussing theories of cultural imperialism, globalisation and soft power.

The aim of this module is to allow students to demonstrate knowledge and understanding of the media and creative industries through comparing their development internationally.

Learning Outcomes

On completion of this module students should be able to:

  • Understand how and why the media and creative industries have developed nationally and internationally;
  • Understand the growth of transnational media corporations;
  • Understand the economic and cultural importance of trade in cultural goods and services;
  • Understand the implications of innovation and technological change for the internationalisation media and creative industries;
  • Understand the globalisation of media and cultural policy;
  • Identify, debate and evaluate relevant international perspectives on media and creative industries;
  • Systematically assess the implicit theoretical assumptions of contrasting international perspectives;
  • Use these perspectives to analyse emerging trends in media and creative industries internationally;
  • Communicate effectively in speech and writing, with academic and non-academic audiences;
  • Engage in critical reasoning, debate and argumentation;
  • Assess the empirical validity of competing perspectives;
  • Manage time and resources effectively;
  • Synthesise different sources of data and identify key arguments and issues at stake in particular fields of practice;
  • Understand the behaviour of companies in media and creative industries internationally;
  • Understand emerging international trends in media and creative industries;
  • Apply skills in written and verbal communication that are relevant to this field;
  • Be able to plan, organise and manage coursework assignments, demonstrating independence, initiative and originality.
Assessment
  • 100% Coursework

Gaming Technologies and Systems

The aim of this module is to introduce students to games technology concepts, basic game engine architectures and tools, fundamental theories and common practices in game software development, essential knowledge of game-related audio and image/video rendering and animation, key game content creation packages and their use in digital creative media design and development processes.

Learning Outcomes
  • Relate game technology concepts, architecture and theories to interactive media design
  • Identify key technologies and practice of audio and video processing for creative media and game content development
  • Express knowledge of rendering and animation techniques in overall game system analysis and design
  • Understand use of game engines and tools in creative media applications
  • Apply latest game technologies, game engine architecture and theories in interactive media system analysis and design
  • Demonstrate essential game development knowledge, common practice and skills in creative media content creation
  • Create digital media development system architectures from concepts and requirements
  • Evaluate the capabilities of gaming technologies for developing creative media applications
  • Use game content creation packages for creative and interactive media content development
  • Analyse game system performance and technology effectiveness critically
  • Demonstrate creative thinking in media designing and content creation using gaming technologies
  • Evaluate the capability of next generation gaming technologies for future creative media applications.
Assessment
  • 100% Coursework

Internet of Things and Applications

The next stage in the Future Internet is to progressively evolve to a network interconnected with environments including objects. The Internet of Things (IoT) is involved in interaction and communication between objects and furthermore, with the environment to support decision making, improve situational awareness, increase operational efficiency and enable to explore new business models.

This module explores the emerging computing concepts and deployment of emerging IoT platforms and devices. The module will present the usage scenarios of communication and highly scalable consumption of data from geographically dispersed physical objects and sensors and the processing and delivery of such data to end-users. Sensing, tracking, monitoring, actuator, data & control service, data processing, information management, integration methodology, and M2M are among the other topics covered. Students will also be introduced to recent examples of smart cities & smart homes.

The aim of this module is to provide the students with the knowledge and understanding of computing concepts related to the emerging IoT platforms and devices and their deployment.

Learning Outcomes

On completion of this module students should be able to:

  • Demonstrate understanding of the main concepts into the usage scenarios of IoT communication and highly scalable consumption of data from geographically dispersed physical objects and sensors, as well as the processing and delivery of such data to end-users;
  • Interaction and communication between objects and with the environment to support decision making, improve situational awareness, and increase operational efficiency;
  • Modern applications of smart cities and smart homes;
  • Understand the concepts pertaining to the IoT systems;
  • Critically analyse and reflect on the limitations and problems faced in those systems and relate some possible solutions;
  • Analyse the emerging IoT platforms and devices, and the associated technologies considered in their design;
  • Distinguish the requirements pertaining to different contextual information collected and exploited within different IoT scenarios;
  • Apply the acquired IoT knowledge in designing future intelligent systems, particularly in sectors that are closely related to smart cities, homes, & eHealth;
  • Demonstrate the technologies and research capabilities in the smart systems & Internet technologies areas.
Assessment
  • 40% Coursework
  • 60% Exam

Media Cloud Applications and Services

This module gives a brief overview of the cloud technology and covers media cloud applications and challenges, such as energy efficiency in cloud systems, mobile cloud computing, cloud multimedia rendering, streaming, coding, transcoding, caching, quality probing, adaptation, etc. Also, media cloud networking and related topics are addressed. Privacy and security issues in media cloud services are also covered. The media cloud case studies and business models are presented.

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

Learning Outcomes

On completion of this module students should be able to:

  • Develop an overview of the cloud technology, demonstrate specific knowledge in media cloud applications and the challenges that are associated with making such applications available to the end-users via cloud technology;
  • The principles of cloud computing technology, media cloud applications, and the associated challenges;
  • Media cloud networking and related topics;
  • Privacy and security issues in media cloud services;
  • Media cloud case studies and business models;
  • Identify the requirements pertaining to the media applications used in cloud services;
  • Design cloud computing architectures;
  • Apply gained academic knowledge and experience in real world scenarios;
  • Apply their critical analysis and problem solving skills in the industry for tackling problems and providing solutions for media cloud applications and services;
  • Demonstrate the necessary knowledge and skills required by R&D and services providers in the cloud computing and applications/services domain.
Assessment
  • 30% Coursework 
  • 70% Exam 

Introduction to Programming and MatLab

In this module MATLAB simulation tools and environments will be covered in combination with the basic understanding of programming in C++ which is a basic tool for developing cross-platform DSP systems and multimedia applications. Topics include: basic C++ programing, objective foundation, C++ class & inheritance, and advanced programming techniques such as templates & exceptions, MATLAB programming skills, optimisation and simulation tools for signal processing & communications.

The aim of this module is to provide the students with basic understanding and programming skills in C++ and MatLab for developing digital signal processing applications and simulation.

Learning Outcomes

On completion of this module students should be able to:

  • Demonstrate basic programming skills in C++ and MatLab;
  • Demonstrate necessary programming techniques in digital signal processing to develop applications and simulations for media processing;
  • Cross-platform programming structure and skills in general;
  • How to use digital signal processing tools and functions;
  • Techniques used in developing applications and related numerical simulations;
  • Understand the concept of advanced techniques of class, inheritance, templates;
  • Identify, utilise and optimise tools, algorithms and functions for simulation of complex digital signal processing applications;
  • Implement functions and algorithms in C++ and MatLab;
  • Understand the use of advanced techniques of, e.g. class, inheritance, templates and optimisation;
  • Gain knowledge of different algorithms, functions and their usage in DSP tool box;
  • Develop multimedia DSP applications and simulations for digital media and communication systems;
  • Solve other industrial complex problems involving signal processing algorithms;
  • Find solutions for practical problems by reasoning, deduction and implementing from idea to final application;
  • Abstract features from complex objects/problems and develop ideas into algorithms;
  • Fulfil the research and development requirements in multimedia and communication systems as well as other digital technologies sectors.
Assessment

100% Coursework consisting of:

  • 50% Coursework 1
  • 50% Coursework 2

Second subject modules (your choice of one)

Media and Creative Industries: Critical Perspectives

The module content will include: defining media and creative industries; ownership, concentration and control in media and creative industries; innovation and technological change; media and creative markets; business models in media and creative industries; copyright; global media cities; clustering of media and creative industries; media and cultural policy.

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

Learning Outcomes

On completion of this module students should be able to:

  • Understand how and why the media and creative industries have been defined;
  • Understand the importance of industrial structure in media and creative industries;
  • Understand the implications of innovation and technological change for media and creative industries;
  • Understand changing business models in media and creative industries;
  • Understand the importance of copyright and how this is affected by technological change;
  • Understand why media and creative industries cluster in particular spaces and cities;
  • Understand the globalisation of media and creative industries;
  • Understand media and cultural policy;
  • Identify, debate and evaluate relevant critical perspectives on media and creative industries;
  • Systematically assess the implicit theoretical assumptions of contrasting perspectives;
  • Use critical perspectives to analyse emerging trends in media and creative industries;
  • Communicate effectively in speech and writing, with academic and non-academic audiences;
  • Engage in critical reasoning, debate and argumentation;
  • Assess the empirical validity of competing perspectives;
  • Manage time and resources effectively;
  • Synthesise different sources of data and identify key arguments and issues at stake in particular fields of practice ;
  • Understand the behaviour of firms in media and creative industries;
  • Understand emerging trends in media and creative industries;
  • Apply skills in written and verbal communication that are relevant to this field;
  • Be able to plan, organise and manage coursework assignments, demonstrating independence, initiative and originality.
Assessment
  • 100% Coursework

Design Thinking

The module will include: visualization, using imagery to envision possible future conditions; journey mapping, assessing the existing experience through the customer's eyes, using customer oriented data collection techniques; value chain analysis, assessing the current value chain that supports the customer's journey; mind mapping, generating insights from exploration activities and using those to create; design criteria; brainstorming, generating ideas; rapid concept development, assembling innovative elements into a coherent proposition that can be explored and evaluated; rapid ‘prototyping', expressing a new concept in a tangible form for exploration, consumer testing, and refinement; consumer testing; and storytelling.

The aim of this module is to enhance student's ability to use design approaches and tools for identifying and implementing human centred innovation opportunities. Students are expected to deploy knowledge learned in this module into parallel running Collaborative Project module.

Learning Outcomes

The module will introduce students to a systematic design-based approach aimed at identifying and implementing user centered innovation opportunities.

On completion of this module students should be able to:

  • Identify when and how to use range of Design Thinking tools;
  • Select appropriate tools to inform project development;
  • Appropriate use of the Design Thinking tools in a parallel module;
  • Develop communication skills in diverse teams;
  • Developed a systematic approach to tackle complex projects;
  • Apply tools in a project context;
  • Work with variety of stakeholders;
  • Understand how to tackle `wicked' problems;
  • Be able to deliver a succinct presentation to communicate key facts.
Assessment
  • 10% Presentation
  • 20% Peer Feedback
  • 70% Report

Principles of Entrepreneurship and Innovation Management

The theory of entrepreneurship and the importance of entrepreneurial action to the innovation process; the contemporary business environment; micro and macro environments; intellectual property; funding & finance; project management; corporate responsibility & sustainability; governance; ethics; business planning; strategy; risk analysis and failure.

The aim of this module is to equip students with an in depth knowledge of the innovation process, its importance to the economy and an understanding of all of the various factors affecting its success including intellectual property, funding and strategy. We will introduce the academic theories of entrepreneurship and analyse the personality traits and behaviours associated with entrepreneurs.

Learning Outcomes

On completion of this module students should be able to:

  • Innovation as a process;
  • Identify the academic theories of entrepreneurship;
  • Identify the factors influencing the success of organisations;
  • Relate innovation theory to the performance of organisations;
  • Use investigative and research skills;
  • Demonstrate effective report writing skills.
  • Demonstrate commercial awareness.
Assessment

100% Coursework consisting of:

  • 50% Report 1
  • 50% Report 2

Business Model Development

This module will look at the essentials of business planning, market analysis and research; risk analysis, strategy and positioning finance, marketing, competitor analysis, supply chain analysis, staffing, legal (including IP), governance, value proposition and executive summary.

The aim of this module is to equip students with the critical analytic skills of goal setting, strategic positioning and the more practical aspects of business planning through modelling an effective business plan for a new venture.

We will look at a variety of risk analysis tools and consider the importance of thorough market analysis and research prior to planning a new venture.

Learning Outcomes
  • Critically reflect on and provide well-grounded analysis of the elements of a business model which contribute to business success
  • Analyse the elements that constitute a business model
  • Critical assessment of a potential product or service
  • Strategic positioning of a novel business idea
  • Evaluate and critically determine the likely commercial opportunities and risks for the business model in an intended commercial environment
  • Identify key commercial drivers in different business models
  • Evaluate business model elements required for financial success given an intended commercial environment
  • Apply critical analysis to the development of a business plan from a generated idea
  • Interpret complex commercial environments
  • Demonstrate effective communication to persuade and influence stakeholders
  • Evaluate business need for expert intervention
  • Demonstrate effective report writing skills
  • Demonstrate good oral communication and presentation skills
  • Demonstrate a positive attitude towards a commercial opportunity
Assessment
  • 50% Coursework
  • 50% Presentation

Sport Media and Marketing

This module will include: the main themes that underpin media and marketing, the evolution of media and marketing in a sport context, the practices and techniques for effective sport media and marketing, the types of media and marketing, and consumer and fan engagement.

The aims of this module are to be introduced to key concepts in sport media and marketing and to develop understanding of the nature of sport media and marketing.

Learning Outcomes

On completion of this module students should be able to:

  • Assess the major theories, principles, and concepts surrounding sport media and marketing;
  • Apply techniques and practices involved in conceptualising and developing a marketing plan;
  • Gather, analyse, and present sport media and marketing ideas and concepts;
  • Apply sport media and marketing principles that can be utilised in different sport environments;
  • Demonstrate initiative and personal responsibility;
  • Continue to learn independently and to develop professionally.
Assessment
  • 40% Sponsorship Pitch
  • 60% Marketing Plan

Introduction to Diplomacy

This module will introduce the main concepts, theories and practices of international relations and diplomacy.

The overarching aim of the module is to provide students with a wider understanding of the historical trends, conceptual bases and current practices of diplomacy in the context of current global affairs and to help them critically evaluate the relevance for all fields of social, economic and scientific practice. As part of such aim, the module will advance an interdisciplinary ethos.

Learning outcome
  • Evaluate the historical evolution of the modern international system
  • Critically evaluate the key concepts and theories of diplomacy
  • Evaluate the role and behaviours of international organisations and states in the international system
  • Evaluate the context of the present-day international political and economic relations within which diplomacy takes place
  • Identify and assess the importance of such dynamics for their respective fields of study
  • Construct reasoned arguments utilising concepts and approaches to the study of diplomacy
  • Recognise established and emergent phenomena in the practice of diplomacy within the current global affairs
  • Creatively and critically evaluate the possibilities of various intersections between diplomatic practice and the objectives and modes of delivery in their respective fields
  • Via in-class team tasks, and in assessed assignments, apply such skills to empirically grounded case study materials
  • Reflect on own learning and make use of constructive feedback
  • Gather and organise evidence, data and information from a variety of secondary and primary sources
  • Work in small groups
  • Develop research and presentation skills
  • Develop a cross-disciplinary and collaborative research and learning ethos
Assessment
  • 40% Presentation
  • 60% Essay