Programme information

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 shake-up tired and redundant business practices. The sports media provides valuable content and audiences for broadcasters, companies and sponsors. Thus understanding the importance of how technology 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 this rapidly changing sector.

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Programme aims

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

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Entry requirements

An honours degree (2:1 or above) or equivalent overseas qualification 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.

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.

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Assessments

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. Take a look at our modules (below) to see what assessments you can expect to undertake.

Future 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 to develop advanced networking skills and will work in collaboration with others in order to compete in today’s global sport business environment.

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.

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.

Core modules

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

Advanced 3D User Environments

This module introduces the main concepts and state-of-the-art applications of 3D multimedia with an emphasis on rendering and interactive control algorithms in mobile and static environments. The applications encompass the implementation of immersive multimedia environments such as spatial audio with associated 3D video, mobile personal 3D environments, noise shielding, sound zones, and furthermore integrated 3D virtualisation. The main topics include immersive reconstruction methodologies (wave field synthesis, surround audio with 3D video), active sound/noise control, adaptive filtering, innovative use cases of mobile phone audio interfaces, and head tracking technologies in a dynamic user environment. Students will also learn how to practically use DSP skills with programming tools, such as C++ and Matlab DSP packages, for the applications.

The aim of this module is to introduce and enhance the main concepts and state-of-the-art applications of 3D multimedia with an emphasis on rendering and interactive control algorithms.

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 rendering and interactive control algorithms in mobile and static environments;
  • Identify the techniques and technologies used in the development of immersive multimedia systems;
  • Known the key concepts of 3D multimedia technologies used as state-of-the-art user environments;
  • Understand the design processes involved in the development of those environments;
  • Identify findings from evaluation and research data to formulate a diagnosis in 3D environments;
  • Comprehend, analyse, and apply given knowledge to meet the objectives in 3D multimedia engineering;
  • Use DSP skills with C++ and Matlab DSP packages, for 3D multimedia applications;
  • Implement digital filters for multimedia signals;
  • Implement 3D multimedia rendering systems including hardware and software;
  • Use presentation tools specific to the academic and research areas;
  • Present ideas and arguments in a clear and structured manner in written or oral form;
  • Write scientific reports based on data collection and findings;
  • Demonstrate a positive attitude towards innovative multimedia applications;
  • Demonstrate problem-solving and decision-making skills in digital multimedia technologies;
  • Demonstrate a logical and analytical mind in Electronic Engineering.
Assessment
  • 30% Coursework                
  • 70% Exam

Introduction to Mobile Internet and Media Clouds

This module will cover mobile networks and cloud technologies. The first part of the module includes an introduction to the latest mobile broadband and communication technologies, including their network architectures and radio interface protocols, covering 3GPP LTE mobile broadband radio access, network architecture, and radio interface architecture. The second part includes a brief overview of the cloud technology and covers the service and deployment models, media cloud applications and challenges, mobile clouds, relations of clouds with handling big data, and privacy and security issues in cloud services.

The aim of this module is to provide students with knowledge in advanced mobile networks and cloud systems, including their architectures, protocols, and relations to big data.

Learning Outcomes

On completion of this module students should be able to:

  • Display knowledge of mobile communication networks, cloud systems and their interactions with each other as well as with data and media processing and communications, and be able to relate their knowledge to real-world examples.
  • Mobile broadband communication technologies, including their network architectures and radio interface protocols;
  • Mobile broadband access techniques, systems performances and limitations;
  • The principles of cloud computing technology, media clouds and applications, and the associated challenges;
  • Relations of clouds to handling big data and importance of security in clouds;
  • Apply gained knowledge and skills in understanding the functioning of mobile broadband systems and relating the knowledge to real-world examples;
  • Comprehend the concepts pertaining to the cloud systems, and their relations to the media applications, big data and security;
  • Apply gained knowledge in mobile broadband communication in understanding the different wireless communication techniques and the system performance;
  • Apply gained knowledge in the cloud principles and their operation in real world scenarios;
  • Apply their critical analysis and problem solving skills in the industry for tackling problems and providing solutions for both mobile communications and cloud services;
  • Demonstrate competitiveness in both mobile networks and cloud systems.
Assessment
  • 30% Coursework                
  • 70% Exam

Media Audiences, Users and Markets

This module will cover a range of approaches to studying media audiences, users and markets, developed both within academic research and in the media and creative industries. Content will include: public debates about media audiences, users and markets; key theoretical paradigms in media audience research; the history of research and debate on media audiences; methodological and ethical issues in research design and analysis; the implications of new digital media for audience behaviour and for research; practices of market research within the media and creative industries.

The aim of this module is 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.

Learning Outcomes

On completion of this module students should be able to:

  • Understand the major research trends in the academic study of media audiences, including social-psychological and Cultural Studies perspectives;
  • Understand the aims, methods and practices of market and consumer research within the media and creative industries;
  • Understand the methodological choices entailed in studying media audiences, and their implications and consequences for research findings;
  • Understand the implications of new media technologies for audience/user behaviour, and for the practice of audience and market research;
  • Identify and debate relevant theoretical perspectives on media audiences, users and markets;
  • Describe and evaluate methodological procedures and practices used in this field;
  • Systematically assess the implicit theoretical assumptions and methodologies employed in specific research studies;
  • Analyse emerging trends and critically evaluate received wisdom in the field;
  • Gather, process, analyse and evaluate primary data;
  • Locate and critique relevant academic and non-academic sources;
  • Communicate effectively in speech and writing, with academic and non-academic audiences;
  • Engage in critical reasoning, debate and argumentation;
  • 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 working practices and methods employed in relevant sectors of the media and creative industries (e.g. market research);
  • Apply skills in written and verbal communication that are relevant to this field (e.g. report writing);
  • Plan, organise and manage a self-directed research case study, demonstrating independence, initiative and originality.
Assessment

100% Coursework consisting of:

  • 30% Report
  • 70% Essay 

Digital Sport Technologies: Evolution and Application

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.

The aim of this module are to provide a detailed analysis of the evolution and application of digital technologies to sport.

Learning Outcomes

On completion of this module students should be able to:

  • 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;
  • Understand the techniques and technologies used in the development of sport performance systems;
  • Identify the application of digital technologies in state-of-the-art stadium and facility environments;
  • Comprehend the design applications of mobile technologies;
  • Analyse and apply digital customer relationship marketing strategies for sport;
  • Critically evaluate the importance of digital technologies to formulate a diagnosis of player performance measurement, in-game decision making, player selection/team building;
  • Critically analyse, and apply their knowledge of digital technologies to mobile, stadium/facility and customer relationship marketing developments in sport;
  • Critically Analyse sport digital technologies and evaluate their use and value in different business scenarios;
  • Identify and critically evaluate how sport digital technologies can be used to achieve business objectives;
  • Evaluate and select a digital application and evaluate its application in the sport industries;
  • Evaluate new technologies and their impact on sport;
  • Evaluate customer experience and the impact of new technologies on this;
  • Present ideas and arguments in a clear and structured manner in written or oral form;
  • Understand the innovation process and how new technologies support/disrupt this;
  • Critically analyse, and apply problem-solving skills. 
Assessment
  • 20% Presentation
  • 40% Field Trip Analysis
  • 40% Group Report 

New Media and Analytics for Sport Business

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.

The aim of this module is to demonstrate how various sport properties are leveraging new media and new technologies, specifically, the Internet and mobile technology. In doing this it will use analytics to study a wide variety of issues affecting the sport industry. It also aims to demonstrate how various sport properties are leveraging new media and new technologies, specifically, the Internet and mobile technology. In doing this it will use analytics to study a wide variety of issues affecting the sport industry.

Learning Outcomes

On completion of this module students should be able to:

  • Display knowledge of the emergence and future applications of new media in sport and the ability to systematically apply analytical approaches to studying new media applications;
  • Show knowledge and understanding of new media communications practices and strategies, in an ever-changing digital landscape;
  • Understand  how to analyse, interpret, and make decisions based on various new media data;
  • Critically evaluate the characteristics of digital new media;
  • Apply critical thinking skills to new media analytics to address sport media issues;
  • Ability to analyse new media communications and evaluate their use and value in different scenarios;
  • Ability to apply sport media analytics to new media practices;
  • Apply new media communication practices across a range of business areas;
  • Apply their knowledge of sport business analytics to new media strategies and challenges in other business context;
  • Present themselves in the broad area of new media technologies and analytics.
Assessment
  • 20% Presentation
  • 40% Case Study Analysis
  • 40% Group Report 

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

Sport Markets and Industries

The module will cover the following: changing social, economic, cultural and political context of sport. Patterns of sport participation; individual, group and societal factors associated with the development of sport markets.

Investigation and explanation of the nature and structure of sub-sectors of the sport industries. Critical analysis of policy developments in the sport industries.

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

Learning Outcomes

On completion of this module students should be able to:

  • Identify the characteristics of selected sport markets and industries
  • Understand the inter-connection between selected industrial sectors
  • Discuss the developments in specific sectors of the sport industries in relation to public policy, voluntary sector priorities and commercial objectives
  • Manage their own learning
  • Express their ideas in an effective manner both in writing and orally
  • Read critically
Assessment
  • 20% Presentation
  • 30% Report
  • 50% Essay

Sustainability and Leadership for Sport Organisations

Module to include: drivers of sustainability leadership; characteristics of leaders for sustainability; sustainability leadership in action; entrepreneurs as sustainability leaders; the context of sustainability in differing cultural contexts; the influence of sustainable methods; the application of sustainable practices in various global settings.

The aim of this module is to develop an understanding of the relationship between sustainable business practices and leadership in sport organisations.

Learning Outcomes

On completion of this module students should be able to:

  • Critically analyse the key elements of sustainable leadership practice in sport and other environments;
  • Critically analyse how sustainable leadership can shape organisational culture in sport and other environments;
  • Critically analyse how sustainable leadership can create competitive advantage in sport and other environments;
  • Explain the aetiology of sustainability and be able to debate the application of sustainable leadership practices;
  • Evaluate the application of sustainable principles to specific areas within a specific context such as sport;
  • Critically evaluate methods and results obtained in published literature;
  • Plan and implement sustainable answers to problems in the sport workplace.
Assessment
  • 50% Case Study & Presentation
  • 50% Essay

Sport Management Theory and Practice

Topic One: Managing organisation's members and stakeholders.

Topic Two: Legal context.

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.

Learning Outcomes

On completion of this module students should be able to:

  • Understand management approaches of the sport market and external environment;
  • Understand the objectives/values/styles and outcomes in differing management contexts in the UK and other countries;
  • Contribute to incisive assignment presentations;
  • Manage learning: to learn through case studies the uncertainty and complexity of management.
Assessment
  • 50% In Class Tests
  • 50% Report 

Analysing the Construction of Leadership for a Sport Context

This module will include: constitutive leadership; leadership and power; power and politics; sources of power; and types of power.

The aim of this module is to introduce students to socio-cultural aspects of leadership and how it is applied to leadership practice in the sport context.

Learning Outcomes

On completion of this module students should be able to:

  • Explain how leadership is socially constructed in different environments such a sport;
  • Explore the nature of the social construction of leadership and understand how the perceptions of others might be altered in the sport context;
  • Demonstrate good communication skills to challenge individual perceptions of leadership;
  • Demonstrate resourcefulness to complete a project task.
Assessment
  • 40% Video Activity
  • 60% Essay