The modules on our MSc Digital Creative Media programme have been carefully put together to give you the most up-to-date and relevant set of skills and knowledge for progressing in your chosen career. For more information about part-time study patterns, please contact the School/Department.
Compulsory modules
Media Design and Production (15 credits)
The aims of this module are to introduce students to the building blocks of modern multimedia applications, such as media production, media transportation and service models, quality of experience, human-application interaction.
Grand Challenges (15 credits)
The aim of this module is to give students an opportunity to explore grand challenges facing our global society and to propose imaginative solutions to specific challenges in one or more country.
Students will critically reflect on the United Nations Sustainability Development Goals and think about how Loughborough University's Creating Better Futures. Together Strategy might contribute to them.
Students will engage with ideas and approaches to possible solutions from their own programme and gain diverse insights from Loughborough University London's interdisciplinary ecosystem. This will involve solution-oriented thinking and a balance between criticality and possibility, leading to a deep understanding of grand challenges and imagining creative responses to them.
Optional modules
Choose one of:
Programming Fundamentals (15 credits)
The aim of this module is to provide the students with an understanding and programming skills for for solving practical problems in different applications.
Digital Media Audiences and Markets (15 credits)
The aim of this module is to introduce students to the major issues related to users' engagement with digital media. The module examines the evolution of the interactions of audiences with digital media; characteristics of digital media markets; implications of new digital media platforms on the experience of audiences and the associated organisations. Case studies will also be presented.
Entrepreneurship (15 credits)
The aims of this module are to:
- To introduce students to the field of entrepreneurship
- To assess the roles entrepreneurship plays in modern societies and economies and in an international context.
- To explore the different types of activity contained within the definition of entrepreneurship, and the main theoretical and analytical approaches used to understand the phenomenon.
- To examine entrepreneurial and innovative activity at different stages of a business, from start-up to more mature firms, and relate this to wider contexts.
Digital Heritage, Museums and Cultural Industries (15 credits)
This module will consolidate knowledge on the global cultural and heritage industries and contemporary developments, with a focus on the integration and impacts of digital media. The module has the following key aims:
- Introduce students to the cultural and heritage industries in the UK and across the world and explore their structure and operation alongside their sociocultural, economic and political impact;
- Provide a critical, theoretically-informed analysis of how these industries are shaped and constrained in contemporary times by social and cultural policy and by technological change;
- Introduce and consolidate knowledge on key concepts and theories in heritage and digital heritage studies, with applications in two areas: (1) GLAM institutions - Gallery, Libraries, Archives and Museums; and (2) community and indigenous heritage;
- Offer theoretical and methodological tools for examining the integration and effects of digital media in the production of cultural experiences, cultural participation and cultural learning;
- Develop understanding of and ability to use conceptual, analytical and methodological tools for engaging with key issues and debates in contemporary heritage and digital heritage studies, from an interdisciplinary perspective.
Choose one of:
Experience Design with Digital Technologies (15 credits)
The aims of this module are to:
- Introduce students to an immersive, human-centered, prototype-driven process for innovation that can be applied to a digital product and service design
- Enhance students capacity to think innovatively, create ideas rapidly, and actualize concept and ideas systematically in a competitive global digital market
- Equip students with essential methods and skills for creative resolution of problems through a series of group activities
Principles of Artificial Intelligence and Data Analytics (15 credits)
The aims of this module are to:
- Introduce students to the foundational concepts of data processing and their use in Artificial Intelligence (AI).
- Enable students to gain background knowledge necessary to understand and develop different algorithms in AI and Data analytics.
Compulsory modules
Dissertation (60 credits)
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.
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.
- A full professional placement within an organisation during which time they 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.
Optional
Choose one of:
Digital Practices for Customer Engagement (15 credits)
The aims of this module are to familiarise students to techniques of understanding and engaging consumers/customers through emerging digital technologies and how the knowledge about the customers can be used to make better marketing decisions.
Creative Industries: Contexts and Practices (15 credits)
This module introduces the structures, features and professional practices of the UK and global Creative Industries. The module aims to explore a range of different media and creative industries from both professional and academic perspectives. Students will hear from and engage with practitioners and policy makers and consider different disciplinary and theoretical approaches to better understanding current developments in the Creative Industries.
Choose one of:
Intellectual property (15 credits)
The aims of this module are to equip students with a knowledge of the various types of intellectual property, searching intellectual property databases, the legal basis of intellectual property rights, the application process for obtaining intellectual property and its importance to the innovation process and the entrepreneur.
Immersive Experiences and Creative Technologies (15 credits)
Creative immersive experiences have revolutionised the global experience economy in recent years as cultural organisations, entertainment and performance companies, digital marketing and architectural venues have rapidly adopted the use of advanced creative technologies eXtended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), real-time game engines, AI into new formats of immersive storytelling and building of hybrid and virtual 3D worlds.
By bringing together critical perspectives in new media studies, creative industries policy, digital technologies and user-centred design, this module explores industry-relevant and socio-cultural implications of using immersive technologies in the production of cultural and creative experiences.
By exploring cutting-edge case studies and critical debates on immersive experiences in a wide range of creative industries screen, museums and heritage, live events and theatre, games and entertainment, design, fashion, architecture, and advertising students will acquire in-depth understanding and critical reflections on recent developments in the immersive sector.
Artificial Intelligence and Society: Learning to Live with Machines (15 credits)
Advances in machine learning, deep learning, and natural language processing are forging new responses to global challenges from climate change to the creation of resilient supply chains. A.I. is also changing how creative industries innovate and transforming performance analytics and injury prediction in sport.
Despite its extraordinary potential, A.I. raises profound concerns about the displacement of jobs, the respect for privacy and intellectual property and the risks of algorithmic discrimination. The growing possibility of general A.I. also poses fundamental questions about the future of humanity in a world of super intelligence.
The aim of this module is to examine the evolving societal consequences of A.I. and to explore how governments, international organisations and civil society groups are trying to create safe, secure, and trustworthy artificial intelligence systems.
Choose one of:
Internet of Things & applications (15 credits)
The aims of this module are to provide the students with the knowledge and understanding of computing concepts related to the emerging IoT platforms and devices and their deployment.
Digital Technologies for Market Analysis (15 credits)
The aims of this module are to familiarise students to the importance and practices of market research and analysis and equip them with skills to design, perform and present effective and creative market research projects powered by modern digital technologies.
Choose one of:
Collaborative Project (15 credits)
The aims of this module are to:
- Provide students with an opportunity to be exposed to project-based teamwork in diverse settings (understood in this context as involving a range of multidisciplinary, multicultural and demographic elements in differing configurations), aiming to strengthen their cooperative and collaborative working skills and competence, while raising awareness and appreciation of diversity itself.
- Provide students with 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.
- Support the development of students' ability to engage in critical enquiry and individual reflection, as well as to apply individual strengths and skills, building on their own educational backgrounds.
- 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.
Cloud applications and services (15 credits)
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.
Game Technologies and Advanced 3D Environments (15 credits)
The aims of this module are to introduce students to games technology concepts, basic game architectures and tools, fundamental theories and common practices in game software development, essential knowledge of game-related digital media rendering, game creation packages and their use in digital creative media design and development processes, state-of-the-art methods in capturing and processing of 3D audio and video
Compulsory module
Dissertation (60 credits)
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.
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.
- A full professional placement within an organisation during which time they 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.