Programme information

Although many creative designs and applications have started to dominate our imaginations, the future is yet to be created, by those who are equipped with the right skills combination of digital creative media. Today, digital technologies are increasingly used for creativity, and will be directly in the heart of all creative media applications and their related industries in the future. If you have passion for understanding and influencing the interplay between creative media and innovative digital technologies for creating the future of digital media, then you will find our exciting MSc Digital Creative Media programme most suited to you. It is aimed at building your knowledge and expertise in a range of digital creative media topics to help you understand, design and develop futuristic creative media applications which is becoming a very employability qualification.

This MSc programme will help you develop your digital and creative skills across many media platforms, applicable to various sectors. Specially crafted topics included in the programme focus on gaming technologies, media production and creative media design and practices, digital application development, digital creative media audiences, markets and industries, all of which are taught by the leading experts in these areas. You will benefit from experiences in 3D creative media and studio environments, which will provide a unique opportunity to engage with advanced research motivated problems in the exciting topics related to digital creative media.

Our MSc Digital Creative Media programme will include applied examples of pioneering research and offer innovative projects and industrial placement opportunities to bring you up to date with the latest knowledge and skills required in this rapidly changing domain. All of this will provide you with several career pathways in a range of media and creative industries and related sectors.

Entry requirements

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

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

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 tuition fees for 2019/20 entry are:

  • £10,550 (UK/EU)
  • £24,750 (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 2019 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. Students must choose and complete 1 optional module in Semester 1 and 4 optional modules in Semester 2.

Core modules

Media Design and Production

This module introduces the you 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 you.
 
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, you 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

Digital Media and Creative Industries

The module introduces students to a wide span of digital media and creative industries in modern world with real-life examples and their sectorial boundaries, specifics, requirements, and key challenges. Students will explore the business models in digital media and creative industries, and assess the impact of innovative changes, and the role of creators and audiences. The teaching delivered will provide an overview of digital technologies and their effects on media markets, alongside the globalisation of digital media. Students will understand the decentralisation and distribution of media with example case studies.

Learning Outcomes

On completion of this module students should be able to:

  • Distinguish the variety of digital media and creative industries in modern world, and their changing nature and influence with time
  • Identify the characteristics and requirements pertaining to the digital technologies that can be used in various digital media and creative industries
  • Appraise the importance and implications of innovative changes in digital media and creative industries
  • Discuss the range of digital technologies used in digital media and creative industries, and critique their influences on media markets, creators and audiences
  • Demonstrate key characteristics and trends of various digital media and creative sectors using the main elements in the value chain of variety of those industries
  • Analyse the prevailing sectorial boundaries, structures, features and other specifics to synthesise acquired information to address key challenges encountered in digital media and creative industries
  • Use critical perspectives to analyse emerging trends in digital media and creative industries, and systematically assess the influences of digital technologies use in these sectors
  • Apply critical analysis and problem solving skills in the industry for tackling problems and providing solutions for addressing the challenges identified in a variety of digital media and creative industries
  • Compose creative solutions to contemporary challenges facing the sector
  • Apply acquired knowledge when working in industry, particularly in sectors that are closely related to digital media and creative industries
  • Develop and communicate insights gained from studies in a credible and convincing manner suitable for specialist and non-specialist audiences, particularly to persuade and influence stakeholders through effective communication
  • Develop skills to recognise the behaviour of firms, creators, audiences and markets and emerging trends in digital media and creative industries, and conceive proactive tactics for responding to changes in future planning and operational strategies
Assessments

Assessment for this module is 100% coursework, consisting of:

  • Mini reports (10%)
  • Reports (90%)

Collaborative Project

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.
 
Together with your student team, you will research and build solutions to a business problem, supported by our project tutors, clients and staff. Previous clients include Foster + Partners, Speedo, The London Legacy Development Corporation as well as many other companies, start-ups and charities.
 
The Collaborative Project provides a means for you to engage in critical enquiry and to be exposed to project-based teamwork in multicultural and interdisciplinary settings. By undertaking this module, you will strengthen your cooperative and collaborative working skills and competencies, whilst raising your awareness and appreciation of cultural and disciplinary diversity and differences.
 
The Collaborative Project aims to provide you with a hands-on experience of identifying, framing and resolving practice-oriented and real-world based challenges and problems, using creativity and appropriate tools to achieve valuable and relevant solutions. Alongside the collaborative elements of the module, you will be provided with opportunities to network with stakeholders, organisations and corporations, which will give you the experience and skills needed to connect to relevant parties and potentially develop future employment opportunities.
 
Learning Outcomes
On completion of this module, you will be able to:
 
  • Work effectively in diverse and interdisciplinary teams;
  • Undertake and contribute towards 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, whilst 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 your 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 a diverse range of 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 Dissertation module will equip you with the relevant skills, knowledge and understanding to embark on your own research project. You will have the choice of three dissertation pathways:
 
  • 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)
  • By undertaking a dissertation at master's level, you will achieve a high level of understanding in your chosen subject area and will produce a written thesis or project report which will discuss your research in more detail.
 
Learning Outcomes
On successful completion of this module, you 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 your chosen topic;
  • The most effective methods of presentation for data or knowledge;
  • Developing a clear, coherent and original research question, hypothesis or business problem in a suitable subject area;
  • Synthesising relevant sources (e.g. research literature, primary data) to construct a coherent argument in response to your research question, hypothesis or business problem;
  • Analysing primary or secondary data collected by an appropriate method;
  • Critically evaluating data collected in context with previously published knowledge or information;
  • Engaging in critical debate and argumentation in written work;
  • Applying principles of good scholarly practice to your written work;
  • Performing appropriate literature searching/business information searching using library databases or other reputable sources;
  • Planning a research project and producing a realistic gantt chart demonstrating your intended timelines;
  • Synthesising information from appropriate sources;
  • Demonstrating rational use of research method tools;
  • Selecting and using appropriate investigative and research skills;
  • Demonstrating effective project planning skills;
  • Finding and evaluating scholarly sources;
  • Engaging in critical reasoning, debate and argumentation;
  • Demonstrating effective report writing skills;
  • Recognising and using resources effectively;
  • Successfully managing a project from idea to completion;
  • Demonstrating 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

Advanced 3D Media Environments

This module introduces the main concepts and state-of-the-art applications of immersive audio and video with an emphasis on capturing, rendering and processing techniques. The applications encompass the implementation of immersive audio-visual environments such as spatial audio with associated 3D video, personal 3D media, sound zones, and furthermore integrated 3D virtualisation. The main topics include immersive digital media methodologies (wave field synthesis, sound localisation, binaural spatial audio, 3D multi-view video, 3D video), and innovative use cases of spatial multimedia.
 
The aim of this module is to introduce and enhance understanding of the main concepts and state-of-the-art applications of 3D multimedia, i.e. immersive audio and video.
Learning Outcomes
 On completion of this module, you should be able to:
  • Grasp the main concepts and state-of-the-art applications of immersive audio and video with an emphasis on capturing, rendering and control;
  • Understand the techniques and technologies used in the development of immersive audio-visual systems;
  • Understand the key concepts of 3D multimedia technologies used in state-of-the-art digital media 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 media processing skills for 3D multimedia applications;
  • Use audio-visual presentation tools specific to the academic and research areas;
  • Present ideas and arguments in a clear, structured, and interactive manner in written or oral form;
  • Write scientific reports based on data collection and findings;
  • Develop a professional attitude towards innovative multimedia applications;
  • Demonstrate problem-solving and decision-making skills in digital multimedia technologies;
  • Demonstrate a logical and analytical mind in Digital Media Engineering.
Assessment
  • 30% Coursework
  • 70% Exam

Gaming Technologies and Systems

The aim of this module is to introduce you 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

Digital Application Development

 
In this module Python programming tools and environments will be covered in combination with the understanding of programming in C/C++ which are fundamental tools for developing digital systems and applications. Topics include: computer programming, objective foundation, and advanced programming techniques such as class, structure, pointer, and simulation.
Learning Outcomes 

On completion of this module students should be able to:

  • Demonstrate programming skills in C/C++ and Python
  • Demonstrate necessary programming techniques to develop digital applications and simulations
  • Show knowledge of programming structure and skills in general
  • Understand how to use digital data processing tools and functions
  • Understand the techniques used in developing applications and related computer simulations
  • Understand the use and concept of advanced techniques of class, structure, and pointer
  • Identify, utilise and optimise tools, algorithms and functions for simulation of digital applications
  • Implement functions and algorithms in the programming languages
  • Develop digital media applications and simulations
  • Solve other industrial complex problems involving digital processing algorithms
  • Find solutions for practical problems by reasoning, deduction and implementing from idea to final application
  • Understand the abstract features from complex objects/problems and develop ideas into algorithms.
  • Fulfil the research and development requirements in a range of digital systems and digital technologies sectors
Assessment
  • 100% coursework

Social Identities and Media

Combining key theories from critical theory, cultural studies, film, gender studies and communication studies, the module will explore processes and practices of production and re-production of social identities making emphasis on said productions on digital media, paying special attention to questions of racism, colonialism and capitalism.
 
The aim of this module is to examine media representations of social identities with particular focus on gender, race, class and sexuality and its intersections.
 
Learning Outcomes
On successful completion of this module, you should be able to demonstrate knowledge and understanding of:
 
  • The ways gender, race, class and sexuality identities are shaped by and shape digital media;
  • The critical theories and approaches with which to evaluate media in terms of race/ethnicity, nationality, gender, class, age, sexuality, and/or ability;
  • How the complexities of power relations and social justice influence how race, class, gender and sexuality and depicted, built and sustained in digital media;
  • Critical awareness and cultural sensitivity as it relates to professional media practices and with which to build community, civic engagement, and character in everyday life;
  • Media depictions of race, class, gender and sex from a multidisciplinary perspective while demonstrating an understanding of how these images can significantly impact individuals, society and culture;
  • The complexities of power relations and social justice influence media depictions of race, class, gender and sex;
  • Identify and debate relevant theoretical perspectives on the construction of social identities in context of digital media;
  • Describe and evaluate impact of digital technology on the production, re-production and circulation of social identities;
  • Apply and evaluate the impact of media images in the formation of personal identity and how we view others;
  • Analyse how the complexities of power relations and social justice influence how race, class, gender and sexuality and depicted in media;
  • Systematically assess the aims, motivations and effectiveness of the social and political uses of digital media;
  • Analyse emerging trends and critically evaluate received wisdom in the field;
  • Assess material gathered from a range of academic and non-academic sources in order to develop a critical understanding of theories and practices;
  • Use material presented in teaching sessions, along with other sources, to produce an in-depth evaluation of an existing research study;
  • Evaluate methodologies used in both academic and market research, and develop new research questions or hypotheses for investigation;
  • Design, implement and evaluate an original study in a topic relevant to 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;
  • Apply skills in written and verbal communication that are relevant to this field (e.g. report writing);
  • Be able to plan, organise and manage a self-directed research case study, demonstrating independence, initiative and originality.
 
Assessment

100% Coursework consisting of:

  • 30% Report
  • 70% Essay

Media Processing

This module will cover audio and video processing technologies. The first 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.. The second 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 topics will be discussed with a view to enable efficient storage but more importantly for efficient and effective communication systems.
 
The aims of this module are to provide students with theoretical and practical knowledge on image, video and audio processing 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 practical implications;
  • Understand image and Video processing fundamentals, fundamentals of image and video compression and key standards, advanced formats, including 3D media;
  • Implement fundamental theory and practice related to audio capturing, processing, and coding, sound control, noise cancellation;
  • 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;
  • Design digital filters for audio and video signals;
  • Design multimedia rendering and control systems;
  • 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

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 you 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, you 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

Cloud Applications and Services

This module gives a brief overview of the cloud technology and covers cloud applications and challenges, such as energy efficiency in cloud systems, mobile cloud computing, cloud multimedia rendering, streaming, coding, transcoding, caching, adaptation, design etc. Also, cloud networking and related topics are addressed. Privacy and security issues in cloud services are also covered. The 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 cloud applications and the associated challenges.
Learning Outcomes 
On completion of this module, you should be able to:
  • Develop an overview of the cloud technology, demonstrate specific knowledge in cloud applications and the challenges that are associated with making such applications available to the end-users via cloud technology;
  • Understand the principles of cloud computing technology, cloud applications, and the associated challenges;
  • Understand cloud networking and related topics;
  • Identify privacy and security issues in cloud services;
  • Apply cloud case studies and business models;
  • Identify the requirements pertaining to the digital applications used in cloud services;
  • Design cloud computing service solutions;
  • 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 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

Design Practices in Digital Industries

The module provides an introduction to a wide span of human-centred design practices within digital industries. Through a series of group activities and real-world examples, students will explore insights into client experiences and needs through user data collection and analysis techniques. This module will explore the methods and practices of rapid concept actualization and innovative prototype of products, services and experiences in digital industries. Through problem framing, brainstorming, conceptual thinking and ideation students will assess the design criteria and rationales within digital industries. Students will present their ideas and concepts by digital storytelling, visualization and immersive activities.

Learning Outcomes

On completion of this module students should be able to:

  • Identify problems and create inspirational solutions for building digital products, services and experiences that the customers need
  • Appraise the essential element of creativity, the ability to take an abstract idea and create something with it
  • Explain the perceptual thinking of innovation and apply rational design methodology and tools for rapid ideation and actualization
  • Critically analyze customer experiences and requirements for innovation in digital industries
  • Demonstrate that problems can be framed, right questions can be asked, more ideas can be created for creativity and innovation within relevant business
  • Apply appropriate design tools to inform conceptualization and idea actualization with the intent of an improved result
  • Challenge themselves to see the design through the eyes of customers in every step of the way to market
  • Develop a range of presentation techniques which could include prototyping, demonstration, and visualization as appropriate to the design ideas and concept
  • Apply inspirational idea creation, critical analysis, rapid concept actualization skills for addressing problems and providing solutions for a variety of digital industries
  • Create an experience of what or how the ideas/concepts will ultimately be consumed through a series of interactive activities
  • Work with a variety of stakeholders and in a diverse team effectively
  • Develop communication and presentation skills to convey conceptual ideas to a variety of users
  • Apply acquired knowledge when working in industry, particularly in sectors that are closely related to industries of digital products, services and experiences
  • Develop skills of conceptual thinking, idea generation and concept actualization to respond rapidly to changes and challenges in the form of creativity/innovation in digital industries
Assessments

This module is assessed 100% by coursework, consisting of:

  • Presentation (20%)
  • Report (80%)

Digital Media Audiences and Markets

This module highlights the shift in the digital media consumption behaviours in the Internet age and the implications of new digital media on audience behaviour. Analysing the approaches to studying digital media audiences and the digital media markets, students will explore the factors involved in creating and retaining audience interest in digital media and provide examples of how to use them. Students will also examine the interactions between the user experience, personal information processing and creation of business value.

Learning Outcomes

On completion of this module students should be able to:

  • Recognise the evolution of digital media markets and the changing landscape of the interaction between audiences and the digital media;
  • Understand the aims and methods of digital media market research;
  • Critically analyse the factors driving the audience engagement in digital media ecosystems and the enabling technologies that help generate new values based on audience and digital media interaction;
  • Discuss the implications of new digital media on the audience behaviour and the digital media markets.
  • Identify and debate relevant perspectives related to audiences and digital media markets
  • Describe and evaluate methodological procedures used in analysing behaviour of media audiences
  • Analyse the emerging trends and critically evaluate the practices in the field
  • Apply critical analysis and problem-solving skills for providing solutions to the challenges identified in a variety of digital media markets
  • Develop knowledge and skills to respond creatively to contemporary challenges facing the sector
  • Critique relevant academic and non-academic sources
  • Communicate effectively in speech and writing, with academic and non-academic audiences
  • Synthesise different sources of data and identify key arguments and issues at stake in different fields of practice
  • Understand the working practices and methods employed in digital and creative media industries in general
  • Apply skills in written and verbal communication that are relevant to this field
  • Organise and manage a case study

Assessment

This module is 100% coursework based, consisting of:

  • Mini reports (10%)
  • Report (90%)

What makes this programme different?

  • You will discover the latest digital trends and practices in contemporary creative media strategies and processes
  • You will gain experience working with 3D creative media technologies and interact with leading researchers in the area
  • You will develop key skills applicable in digital media and creative industries by combining the use of new digital technology tools with innovative and creative thinking
  • You will study in Loughborough London which is in the heart of creative industries in London.

Who should study this programme?

Our MSc Digital Creative Media programme is suited to all students from a wide range of backgrounds, including:

  • Students from creative media and arts backgrounds who wish to gain skills related to use of digital technologies to complement their creativity.
  • Students from technology backgrounds who wish to complement these with creative approaches.
  • Students from other social sciences, design, business and marketing backgrounds, who have a desire to gain knowledge of digital technologies and their active use in becoming more creative in their personal and professional practices.

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.

Your personal development

The careers and employability support on offer at Loughborough University London has been carefully designed to give you the best possible chance of securing your dream role.

Loughborough University London is the first of its kind to develop a suite of careers-focused activities and support that is positioned as the underpinning of every student’s programme. Opportunities include employability assessments, group projects set by a real businesses and organisations, company site visits and organisation-based dissertation opportunities.

Assessments

Modules are assessed by a combination of essays, group exercises, presentations and time constrained assignments. Subject to your choices, there may also be exams. Take a look at our modules to see what assessments you can expect to undertake.

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