Sport Digital and Media Technologies MSc

Entry requirements:
2:1 +
Full-time:
1 year
Part-time:
up to 4 years
Start date:
October 2018
UK/EU fees:
£10,250
International fees:
£23,300
Location:
London

Achievements

1st

in the world for sport

QS World Rankings by Subject 2017

Top

University of the Year for Sport

The Times Good University Guide 2017

Overview

Our MSc Sport Digital and Media Technologies programme is designed for individuals who wish to 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 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 looking to break into the digital and media industries.

Through in-depth teaching and analysis, our MSc in Sport Digital and Media Technologies will develop your insight into the potential of new media technologies and their influence on innovation in the sports digital and media industries. You will also gain a critical understanding of mobile internet and the latest cloud technologies, with a special emphasis on media cloud applications shifting to mobile Internet platforms.

Recently named as the world’s best university for sport (QS World Rankings by Subject 2017),

the Institute for Sport Business will provide you with a first-class postgraduate experience, delivered by some of the world’s leading figures in sport business.

Loughborough University London sits amongst some of the world’s most iconic sporting venues, which continue to host highly prestigious global sports events, such as the Rugby World Cup, UCI Track Cycling World Championships and the LEN European Aquatics Championships. Next to our campus is one of the UK’s leading sports television providers, BT Sport. BT Sport operate three state-of-the-art television studios, alongside a media control centre and 20 editing suites.

What makes this programme different?

Our MSc Sport Digital and Media Technologies programme includes insights, collaboration and guest teaching from a number of London-based leaders in sport, including World Rugby, BT Sport, West Ham Football Club Foundation, Chelsea Football club and more.

Who should study this programme?

If you are looking for a development, analyst, management or consultancy role in the sport, digital or media sector, then this programme is the perfect choice for you. You will learn closely with industry, and gain hands-on experience of real-world challenges in the sector.

Entry requirements

An honours degree (2:1 or above) or equivalent overseas qualification recognised by Loughborough University.

English language requirements

The standard University IELTS English language requirement is 6.5 overall with 6.0 in each individual element (reading, writing, listening and speaking).

What you'll study

You will learn from the most influential thought leaders, pioneering researchers and creative innovators, exposing you to the latest theories and developments from across your discipline.

Compulsory modules

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

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 you 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 you 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 your 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 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 teaching on 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 you 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 you 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 is to provide a detailed analysis of the evolution and application of digital technologies to sport.

Learning Outcomes

On completion of this module you 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 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

Global Sports 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 you 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 your own learning
  • Express ideas in an effective manner both in writing and orally
  • Read critically

Assessment

  • 20% Presentation
  • 30% Report
  • 50% Essay

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 e-commerce, 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. You 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. You will use analytics to study a wide variety of issues affecting the sport media industry. Topics examined include: marketing, pricing, contracts, and stadium management.

We will use analytics to study a wide variety of issues affecting the sport industry, and will work together to uncover how various sport properties are leveraging new media and new technologies, specifically, the Internet and mobile technology.

Learning Outcomes

On completion of this module you 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 knowledge of sport business analytics to new media strategies and challenges in other business context;

Assessment

  • 20% Presentation
  • 40% Case Study Analysis
  • 40% Group Report

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 your 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 you will complete a project as part of your 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 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 you 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

Sport Economics and Law

This exciting module will enable you to make critical evaluations of the current issues and management practices in sport, across a broad range of providers. The module is organised into two main topics:

  • Topic one: Managing organisation's members and stakeholders.
  • Topic two: Legal context.

Learning Outcomes

On completion of this module you 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

Principles of Data Science

The aims of this module are to introduce you to the concepts of data science and their use in Data Analytics Systems. You will gain theoretical and practical experience in simulating complex data systems involved in a variety of industries including, smart digital systems, Internet of Things, financial industries, and entertainment industries.

Learning Outcomes

On completion of this module you should be able to:

  • Demonstrate a critical awareness of the challenges caused by the proliferation of data generation processes
  • Show a systematic understanding of the process of extraction of actionable knowledge from data to enable decision making
  • Describe the theoretical background in descriptive and inferential statistics for big data
  • Use and interpret machine learning algorithms for classification and pattern analysis in large data sets     
  • Apply advanced analytical techniques, such as model building, network graph analysis, outlier detection
  • Utilise methods for maximising predictive performance of algorithms and validation techniques
  • Analyse common summary statistics and use statistical tests to determine confidence for a hypothesis
  • Demonstrate ability to fit a distribution to a dataset and use that distribution to predict event likelihoods
  • Examine and evaluate the capabilities of available classification algorithms and be able to select and use suitable for a particular data set
  • Critically evaluate different scenarios/problems and design practical solutions to data related problems
  • Apply knowledge of thorough programming skills to build predictive and descriptive models for a given dataset utilising available labelled data sets
  • Apply creativity and problem solving skills in the industry/research for challenging problems in a timely manner
  • Communicate complex problems and associated solutions to specialist and non-specialist audiences
  • Evaluate problems and design solutions to those problems through scholarship gained through self-directed study

Assessment

  • 40% Coursework
  • 20% Group presentation
  • 40% Exam

Advanced Big Data Analytics

The aims of this module are to:

  • Introduce the concept of Big Data systems and the challenges posed by such systems
  • Introduce the requirement of advanced analytics, processing techniques and architectural solutions to tackle the problems encountered

Learning Outcomes

On completion of this module you should be able to:

  • Describe the theoretical background of big data, and recognise the need for big data analytics
  • Have a critical awareness of machine learning algorithms for data analytics in big data systems
  • Describe distributed architectures of big data systems including database technologies used in industrial big data systems
  • Understand signal processing techniques for big data systems with advanced matrix manipulation
  • Appreciate various visualisation tools and techniques
  • Select and apply various machine learning algorithms to a given data set to interpret the data and make necessary predictions
  • Evaluate and select an appropriate database technology for a given need for big data storage and retrieval
  • Analyse the need for visualisation and employ appropriate visualisation tools
  • Critically analyse building blocks of a practical big data systems for performance improvement
  • Demonstrate programming skills related to data analytics and usage of associated tools
  • Formulate creative data solutions that start with cleaning up raw data sets, to discover new patterns that are underlying, to make necessary predictions, utilising established state-of-the-art tools and techniques
  • Develop experimental, analytical and problem solving skills in data driven applications
  • Illustrate professional report writing, presentation and communication skills to communicate complex ideas to expert and non-expert audiences
  • Develop creative thinking skills to demonstrate ways of solving problems with existing tools

Assessment

  • 35% Coursework
  • 15% Presentation and Q&A
  • 50% Exam

Sport Business Statistics and Analytics

Sport Business Statistics and Analytics blends statistical analysis and data visualisation through the use of software applications to guide evidence based decisions. The module covers three areas. First, it provides a sound understanding of quantitative analysis. Second, the module introduces various data visualisation techniques (including exposure to relevant software programs) to develop skills in understanding and presenting complex data. Third, an understanding of the importance of data in identifying insights and trends in the sport sector. Recent examples from the sport industry, both in team and player performance and in commercial activities will be used to illustrate these complex concepts.

The aim of this module is to understand the importance of data-driven decision making and strategy formulation, and how statistical analysis and data visualisation assist in identifying sport business trends and solutions.

Learning Outcomes

On completion of this module, you should be able to:

  • Apply quantitative analysis to understand and present complex data to support evidenced-based decision making
  • Demonstrate knowledge and understanding of quantitative analysis in an emerging data driven sport business landscape
  • Analyse, interpret and make evidence-based decisions based on multi-dimensional data sources
  • Critically evaluate the place of data visualisation and its contribution to evidence-based decision making
  • Apply critical thinking skills to understand how analytical techniques can address sport business problems
  • Show proficiency in the use of various analytic software programmes used in the sport business sector
  • Apply data visualisation techniques when creating dashboards and executive reports
  • Analyse multidimensional data and evaluate their use and value in different sport scenarios
  • Apply sport business analytics to improve organisational performance
  • Recognise the value of analytics across a range of other business contexts
  • Understand the place of analytics and is application to solve complex problems

Assessment

  • 40% executive dashboard report
  • 40% group case study analysis
  • 20% predictive regression model

Analysing the Construction of Leadership for a Sport Context

This module will include teaching and guidance on constitutive leadership, as well as the different types and sources of power. The aim of this module is to introduce you to socio-cultural aspects of leadership and how these factors can be applied to leadership practice in the sport context.

Learning Outcomes

On completion of this module you 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

Introduction to Digital Technologies

You will receive a thorough introduction to the latest mobile Internet and communication technologies, including their network architectures and radio interface protocols covering 3GPP LTE mobile broadband radio access, network architecture, radio interface architecture, scheduling algorithms for multimedia delivery, other wireless communications technologies (such as WLANs), and a brief overview of the future of 5G mobile communications.

The module also includes a brief overview of cloud technology and covers media cloud applications and challenges, such as energy efficiency in cloud systems, mobile cloud computing and cloud multimedia delivery technologies. Privacy and security issues in mobile media cloud services are also covered.

Learning Outcomes

By the end of the module, you should be able to:

  • Demonstrate a critical understanding of mobile internet and cloud technologies with specific knowledge of media cloud applications on mobile devices, systems and Internet in general, and the challenges that are associated with making such applications available to the end-users via the mobile Internet and cloud technology
  • Review mobile Internet technology, media cloud applications, and the strengths and associated challenges by utilising mobile cloud technology and applications
  • Describe privacy and security issues in mobile cloud services
  • Interpret and utilise mobile Internet and cloud business models
  • Demonstrate an understanding of mobile Internet architecture and access techniques, system performance and limitation
  • Apply specific skills in media cloud applications
  • Show an understanding of how the combination of mobile Internet with cloud computing technology is impacting on the future of media applications
  • Apply knowledge of mobile Internet and media cloud technology to media service delivery and the communication industry
  • Able to tackle media cloud application and mobile communication networks related problems and deal with their possible solutions
  • Demonstrate the knowledge and skills required for service provider jobs in the cloud computing, applications and mobile services provision domains

Assessment

  • 30% report
  • 70% exam

Global Cities, Media and Communication

The module will include teaching and guidance on different theories of globalisation, global and ordinary cities and place-identity, and key themes for urban communication. These topics will be explored through specific examples and case studies such as electronic spaces, place-making, urban regeneration, migrant and ethnic economies, fortress city, cities as texts, representation of cities in different media formats and consumption practices in cities.

We will explore the relationship between media, communication and the city by focusing on a variety of scenarios and case studies. These case studies will be framed within contemporary theories in sociological media and cultural analysis (specifically globalization, cities and places). The aim of the module is to invite you to critically reflect on the centrality of media in urban life. We will explore cultural production, representation and consumption practices in urban contexts and uncover representations of urban settings in different media texts and formats.

Learning Outcomes

By the end of the module, you should be able to:

  • Develop a critical understanding of the main theoretical approaches and trends for exploring the relationship between media, communication practices and cities;
  • Interrogate and be aware of the role of media in everyday urban encounters and in actively contributing to knowledge and representations of cities;
  • Gather, process, analyse and evaluate primary data;
  • Understand and evaluate complex arguments;
  • Engage in critical reasoning, debate and argumentation;
  • Communicate clearly and effectively in writing and oral presentations to academic and non academic audiences;
  • Manage time and resources effectively;
  • Understand the role of media in modern urban life;
  • Understand emerging trends in urban communication;
  • Apply knowledge and understanding of main debates to a particular setting;
  • Be able to plan and organise material in a timely manner, demonstrating independence, initiative and ability to work collaboratively;
  • Carry out independent observations on contemporary urban environments and feedback into the classroom with the aim of critically reflecting upon the conceptual material;
  • Apply theoretical approaches relevant in the analysis of media and cities;
  • Identify the links between media and cities in different cultural contexts;
  • Appreciate the importance of media in shaping and representing cities;
  • 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 case study;
  • Use critical perspectives to analyse emerging trends in media and cities;
  • Design, implement and evaluate an original study in a topic relevant to the field;
  • Engage with major thinkers, debates and intellectual paradigms within the fields of media, communication and cities, critiquing and synthesising the insights gained in your own analytical work;     
  • Analyse new and emerging trends and interrogate both common sense understanding and received wisdom in relevant areas of inquiry;
  • Analyse how the city is produced, represented and consumed;
  • Discuss and evaluate transformations in urban environments in different cultural contexts and relate to theories of globalisation, place and identity;
  • Discuss self-designed research and the issues it raises reflexively.

Assessment

  • 20% Presentation
  • 80% Coursework

How you will be assessed

You will complete a combination of written and practical assessments, which may vary depending on the module choices you make. You can expect to complete essays and reports of varying lengths, as well as presentations, proposals and pitches in some cases. For information about the assessments you will be expected to complete for each module, please see the compulsory and option module lists for this programme.

How you'll study

Seminars
Lectures
Tutorials
Independent study
Group work

Your personal and professional development

Loughborough University London prides itself on the high calibre of graduates it produces, and provides great opportunities for you to develop the skills and attributes you need to progress successfully in your chosen career.

Future career prospects

Our MSc Sport Digital and Media Technologies programme will provide you with in-depth 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 external companies and organisations in order to compete in today’s global sport business environment.

With the UK sport industry supporting over 450,000 jobs and generating £20bn for the UK economy over the last five years, there is high demand for digital sport practitioners that are equipped with the right industry knowledge.

Your personal development

Enterprise Through the Curriculum is an intrinsic element of every master’s programme at Loughborough University London and has been carefully designed to give students the best possible chance of securing their dream role.

From employability profiling to live group projects set by a business or organisation, and from site visits to organisation-based dissertation opportunities, Loughborough University London is the first of its kind to develop a suite of activities and support that is positioned as the underpinning of every student’s experience.

Fees and funding

UK/EU:
£10,250
International:
£23,300

Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, IT equipment and other support services. 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.

Our students

At Loughborough University London, our academics continually look for new ways of doing things and continue to build best practice. We attract outstanding academics from across the world who are specialists in their field, enthusiastic about their subjects, and are at the forefront of current research.

Felicity Carr

MSc Sport Digital and Media Technologies student

I love my programme due to number of guest speakers we've had within the sports industry and the chance to speak to them after.

Harriet Eastham

MSc Sport Digital and Media Technologies student

The course and the expertise that the university offers at the London campus are unparalleled.

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