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COURSE OVERVIEW

  • Gain an understanding of the key developments in this major global industry

  • Critically examine central elements of video games – production, reception, and textual functions – within the context of wider media history and culture

  • Learn transferable skills, creative thinking, and have opportunities to apply theoretical knowledge to practical projects through the use of media technologies

  • Study the impact of digital media and the convergence of old and new media

  • Use the Work Placement module to gain experience in an organisation relevant to your career aspirations and explore opportunities to study abroad in the USA.

The rise of mobile gaming, the battle for the ultimate cloud gaming platform, and the role of virtual reality – there’s lots to play for in this fast-moving, hyper-creative, multi-billion pound growth industry. And that’s what makes it so fascinating and rewarding to study. We’ll get you started and provide you with the skills and confidence to navigate your way around the engrossing, cutting-edge world of video games.

Our dynamic programme will help you develop critical thinking and a deep understanding of video games within the context of wider media culture. You will explore the history and development of video games, narrative and storytelling, representation and identities, gamers and audiences, the gamification of everyday life, and many other exciting areas.

As a member of our Media and Communication department of widely-published experts, you will develop a strong understanding of the media industries and contemporary trends in media culture and communication. In addition, you will learn practical and transferable skills, creative thinking, and the chance to apply academic knowledge through the use of various media technologies.

Year 1 introduces you to the academic study of the media, developing a broad understanding of key issues, concepts and debates in a variety of contexts. You will take modules such as: Introduction to Media, Culture and Society; Manipulating Media; Introduction to Design Thinking; Understanding New Media; and practical modules in Digital Media Skills and Digital Publishing.

In Year 2, you will take dedicated video games and social media modules, as well as modules in Exploring Media Theory and an introduction to Media Research Methods. A Work Placement module will help you start planning for your future career as a graduate.

Your final year will include a module called Video Game Worlds module and a year-long Extended Independent Project, where you will write an academic dissertation or create a large practical project, that will allow you to demonstrate the full range of your knowledge and skills in a deep and sustained fashion. You will also study modules such as Dark Side of the Net, Big Data and Algorithmic Cultures, Community Media, and Climate Crisis and the Media.

A choice of optional modules in Years 2 and 3 include Exploring Teaching as a Career, Interrogating TV, Politics and the Media, Celebrity Cultures, and Documentary and Photojournalism.

You will benefit from collaborating with fellow students from different programmes of study within the School of Media and Film in a friendly interdisciplinary learning environment. This will provide you with a wide range of knowledge and experience, which will give you an edge in your chosen graduate career.

As well as roles in game production, design, marketing and testing, graduates are prepared for careers across the media and cultural industries, such as journalism, media management, social media branding, public relations and advertising.

Careers

Learning a broad range of skills, BA (Hons) Media, Communication and Video Game graduates are prepared for careers across the media and cultural industries, such as journalism, media management, social media branding, public relations, advertising.

94% of our 2016/17 graduates (first degree and other undergraduate courses) were in employment and/or further study six months after completing their course (Destination of Leavers from Higher Education survey).

The Destinations of Leavers from Higher Education (DLHE) record collects information about what those completing university go on to do six months after graduation. The Careers Service undertakes DLHE on an annual basis through surveys and a data collection process. DLHE is designed and strictly controlled by HESA.

Pre-approved for a Masters

University of Winchester students studying Bachelor Honours degrees are pre-approved to start a Masters degree at Winchester. To be eligible students must apply by the end of March in their final year and meet the entry requirements of their chosen Masters degree.

ABOUT THIS COURSE

Suitable for applicants from:

UK, EU, World

Workplace placements

Students have the opportunity to undertake work placements to gain work experience.

Study abroad

Our BA (Hons) Media, Communication and Video Games course provides an opportunity for you to study abroad in the United States of America (USA) or Japan.

For more information see our Study Abroad section.

Learning and teaching

Our aim is to shape 'confident learners' by enabling you to develop the skills needed to excel in your studies here and as well as onto further studies or the employment market. 

You are taught primarily through a combination of lectures and seminars, allowing opportunities to discuss and develop your understanding of topics covered in lectures in smaller groups.

In addition to the formally scheduled contact time such as lectures and seminars etc.), you are encouraged to access academic support from staff within the course team, your personal tutor and the wide range of services available to you within the University.

Independent learning

Over the duration of your course, you will be expected to develop independent and critical learning, progressively building confidence and expertise through independent and collaborative research, problem-solving and analysis with the support of staff. You take responsibility for your own learning and are encouraged to make use of the wide range of available learning resources available.

Overall workload

Your overall workload consists of class contact hours, independent learning and assessment activity.

While your actual contact hours may depend on the optional modules you select, the following information gives an indication of how much time you will need to allocate to different activities at each level of the course.

Year 1 (Level 4): Timetabled teaching and learning activity*
  • Teaching, learning and assessment: 276 hours
  • Independent learning: 924 hours
Year 2 (Level 5): Timetabled teaching and learning activity*
  • Teaching, learning and assessment: 192 hours
  • Independent learning: 972 hours
  • Placement: 36 hours
Year 3 (Level 6): Timetabled teaching and learning activity*
  • Teaching, learning and assessment: 180 hours
  • Independent learning: 1020 hours

*Please note these are indicative hours for the course. 

Student learning is based upon a mix of highly innovative teaching strategies which include working to real life project briefs in teams and traditional approaches based around lectures and seminars. There is a strong focus on the convergence of old and new media including social networking.

Location

Taught elements of the course take place on campus in Winchester.

Teaching hours

All class based teaching takes places between 9am – 6pm, Monday to Friday during term time. Wednesday afternoons are kept free from timetabled teaching for personal study time and for sports clubs and societies to train, meet and play matches. There may be some occasional learning opportunities (for example, an evening guest lecturer or performance) that take places outside of these hours for which you will be given forewarning.

Assessment

Our validated courses may adopt a range of means of assessing your learning. An indicative, and not necessarily comprehensive, list of assessment types you might encounter includes essays, portfolios, supervised independent work, presentations, written exams, or practical performances.

We ensure all students have an equal opportunity to achieve module learning outcomes. As such, where appropriate and necessary, students with recognised disabilities may have alternative assignments set that continue to test how successfully they have met the module's learning outcomes. Further details on assessment types used on the course you are interested in can be found on the course page, by attending an Open Day or Open Evening, or contacting our teaching staff.

Percentage of the course assessed by coursework

The assessment balance between examination and coursework depends to some extent on the optional modules you choose. The approximate percentage of the course assessed by different assessment modes is as follows:

Year 1 (Level 4)*:
  • 88% coursework
  • 11% written exams
  • 1% practical exams
Year 2 (Level 5)*:
  • 100% coursework
  • 0% written exams
  • 0% practical exams
Year 3 (Level 6)*:
  • 99% coursework
  • 0% written exams
  • 1% practical exams

*Please note these are indicative percentages and modes for the programme.

Feedback

We are committed to providing timely and appropriate feedback to you on your academic progress and achievement in order to enable you to reflect on your progress and plan your academic and skills development effectively. You are also encouraged to seek additional feedback from your course tutors.

Further information

For more information about our regulations for this course, please see our Academic Regulations, Policies and Procedures

 

ENTRY REQUIREMENTS

2020 Entry: 104-120 points
2021 Entry: 104-120 points

A GCSE A*-C or 9-4 pass in English Language is required.

International Baccalaureate: 104-120 points to include a minimum of 2 Higher level IB certificates at grade 4 or above.

If English is not your first language: IELTS 6.0 overall with a minimum of 5.5 in writing.

Course Enquiries and Applications

Telephone: +44 (0) 1962 827234

Send us a message

International Students

International students seeking additional information about this programme can send an email to International@winchester.ac.uk or call +44 (0)1962 827023

Visit us

Explore our campus and find out more about studying at Winchester by coming to one of our Open Days

 

Year 1 (Level 4)

Modules Credits

Introduction to Media, Culture and Society 15

This module introduces the main concepts, themes and theories that are deployed to study media and communication in contemporary society. The module will provide students with opportunities to learn and apply a set of key concepts that are central to the analysis of media including journalism, advertising, audio media and social media. While it does not assume that you have studied media before, it will involve the application of these concepts to contemporary issues and developments in ways that will be new and stimulating for students who may have undertaken the study of the media in courses before coming to university. Key concepts include production, consumption, representation, identity, power and control, ‘new’ and ‘old’ media, signs, genre, audience and regulation. The focus will be upon the application of these key concepts in the analysis of contemporary media.

Manipulating Media 30

This module will focus on the collaborative production of rich online, media projects based on particular themes. Students will work in teams to research, produce and publish online media projects. The contents of the projects may consist of social networking sites, blogs, wiki documents, video, photographic and audio (podcasts), textual documents, and supporting academic materials, such as annotated bibliographies. Students will perform a variety of tasks on the module and gain a range of skills in the gathering, evaluation and production of information as well as research, project management and leadership skills.

Introduction to Digital Video Skills 15

This module introduces and develops various skills required for the production of digital video, such as how to handle a camera, how to assess and capture sound and light, and how to edit footage. Students will work in small groups to mutually support each other through the process of decision-making, producing, and reflecting upon their work. These skills and experiences are crucial building blocks for creating professional digital content in the age of social media.

Introduction to Digital Publishing Skills 15

In this module students will be introduced to the essentials of digital publishing. Gaining a solid understanding of the basics of using programs from the Adobe Creative Cloud suite (Photoshop, InDesign and Illustrator) students will develop skills in graphic design, publishing software, and knowledge of the industry.

Introduction to Design Thinking 30

Design thinking is an approach to developing innovative solutions to problems. It is widely used in a range of commercial, public sector and charitable sectors. This module will introduce students to the principles of design thinking and explore how they can be used to address issues in media and communication issues and problems students will encounter on their degree.

Using a range of activities students will develop the key skills in design thinking. Students will engage in a number of sustained projects in which they will develop the core skills of: framing problems, understanding stakeholders, envisaging users and determining key emotional drives for users, different forms of reasoning and understanding alternate strategies, co-evolution and problem solving, prototyping and testing, using feedback and dissemination strategies.

Option Modules
  • The Meaning of Life on Film - 15 credits

Optional Credits

Introduction to Media, Culture and Society 15

This module introduces the main concepts, themes and theories that are deployed to study media and communication in contemporary society. The module will provide students with opportunities to learn and apply a set of key concepts that are central to the analysis of media including journalism, advertising, audio media and social media. While it does not assume that you have studied media before, it will involve the application of these concepts to contemporary issues and developments in ways that will be new and stimulating for students who may have undertaken the study of the media in courses before coming to university. Key concepts include production, consumption, representation, identity, power and control, ‘new’ and ‘old’ media, signs, genre, audience and regulation. The focus will be upon the application of these key concepts in the analysis of contemporary media.

Manipulating Media 30

This module will focus on the collaborative production of rich online, media projects based on particular themes. Students will work in teams to research, produce and publish online media projects. The contents of the projects may consist of social networking sites, blogs, wiki documents, video, photographic and audio (podcasts), textual documents, and supporting academic materials, such as annotated bibliographies. Students will perform a variety of tasks on the module and gain a range of skills in the gathering, evaluation and production of information as well as research, project management and leadership skills.

Introduction to Digital Video Skills 15

This module introduces and develops various skills required for the production of digital video, such as how to handle a camera, how to assess and capture sound and light, and how to edit footage. Students will work in small groups to mutually support each other through the process of decision-making, producing, and reflecting upon their work. These skills and experiences are crucial building blocks for creating professional digital content in the age of social media.

Introduction to Digital Publishing Skills 15

In this module students will be introduced to the essentials of digital publishing. Gaining a solid understanding of the basics of using programs from the Adobe Creative Cloud suite (Photoshop, InDesign and Illustrator) students will develop skills in graphic design, publishing software, and knowledge of the industry.

Introduction to Design Thinking 30

Design thinking is an approach to developing innovative solutions to problems. It is widely used in a range of commercial, public sector and charitable sectors. This module will introduce students to the principles of design thinking and explore how they can be used to address issues in media and communication issues and problems students will encounter on their degree.

Using a range of activities students will develop the key skills in design thinking. Students will engage in a number of sustained projects in which they will develop the core skills of: framing problems, understanding stakeholders, envisaging users and determining key emotional drives for users, different forms of reasoning and understanding alternate strategies, co-evolution and problem solving, prototyping and testing, using feedback and dissemination strategies.

Option Modules
  • The Meaning of Life on Film - 15 credits

Year 2 (Level 5)

Modules Credits

Introduction to Media Research Methods 15

This module introduces the main research techniques that are employed in researching media texts, institutions and audiences, both in their contemporary and historical contexts. Students are introduced to research practices found in Cultural Studies, qualitative and quantitative research. On completing this module students will be able to choose which research methods are most appropriate in developing their own research questions and be fully prepared to begin work on research that may form the basis of their final year projects.

Exploring Media Theory 15

This module aims to provide students with a thorough understanding with a number of the main theoretical approaches used in media and communications analysis. Accordingly it will focuses upon a number of key perspectives used in the academic study of the media. It examines a number of central topics students will learn how various theories can be applied to interpret these topics.

The module begins by problematizing the popular understanding of media and introducing a range of key theoretical traditions such as mass society theory, contemporary Marxist and feminist theory (and their variants), and post-structuralism. Students are encouraged to recognise underlying conceptions within these theories about the idea of the citizen, the nature of society, power, class and gender.

Gamification 15

Gamification is now a widespread and significant form of practice across a range of traditional and new media. This module examines the phenomena of gamification - the application of games design and mechanics to a non-game activity. Students are introduced to gamification and key concepts in game studies and consider the various game mechanics and techniques used in gamification. Topics include: how games work – what makes them ‘fun’; psychological motivations and game mechanics, using games in business; changing behaviour with games and the dark side of gamification. For the assessment, students will engage in an activity of gamifying an existing process and designing gamified practices.

Social Media, Advertising and Branding 15

This module examines the various ways in which social media is used in advertising and branding. Social media has been understood as a key channel in integrated marketing communications over the past few years and a presence on social media constitutes a significant aspect of most marketing campaigns and branding strategies. The module will consider the various strategies and techniques used in advertising and branding on social media; explore basic methods of analysis in monitoring social media, consider a number of case studies in which social media has been used and examine the effectiveness and limitations (including legal and ethical issues) of social media and engagement. Students will produce a detailed plan for the use of social media in a branding or advertising campaign including the production of exemplar material for use in a campaign.

Understanding Social Media 15

Social media and web 2.0 software applications such as social networking tools, wikis, blogs, video sharing sites and other collaborative software available over the internet have had a considerable impact upon how people and organisations interact. Social media is often understood as a media form that enables the user production and dissemination of content. This module introduces students to the academic study of social media from within a humanities and social scientific framework. Furthermore, it will expand student’s capabilities in using social media and encourage them to recognise how social media can be used in a variety of contexts.

Students will be introduced to key debates surrounding social media including the ‘long tail’, privacy, copyright, collective intelligence and the wisdom of crowds and the various business models that underpin social media.

Digital Media Research Methods 15

This module explores the range of research techniques that can be used to research media and communication on the internet and in social media. Digital research techniques offer a range of means by which the vast amounts of data on the internet can be meaningfully engaged with. This module develops the research practices covered on preceding modules but takes it in new directions and makes use of new techniques. Students will learn about the various techniques used to gather data, manipulate and interpret it and present the information in a variety of ways. Topics covered include  accessing and gathering new types of data, basic software tools used for the study of digital information (NVIVO, various google tools and online software), text mining, social network analysis, visualising spatial and social media, ethical and legal issues in performing digital research.

Games Cultures 15

The last two decades has seen videogames emerge as a formidable social, cultural, and economic force in the global media landscape. With gaming the fastest growing leisure industry in the world, this module will provide students with a broad knowledge of the history and theory of videogames. It will introduce students to key debates and critical theories with which to approach and analyse the digital game form. We will examine long-standing debates about violence and other ethical issues surrounding videogames and examine how controllerless and gestural interfaces have enabled for the reconceptualisation of gaming as a healthy rather than sedentary activity. Key issues considered will include industry regulations and practices, the narrative traditions of videogame texts, online gaming, interactivity, the history of games, game genres and representation, the different contexts and platforms (video, computer, handheld, arcade, mobile, free-to-play) available for play the generic forms of the games as well as coverage of specific games and significant moments in the history of video and computer gaming. Students will engage in the critical examination of games as texts and the ways in which games and play have been understood. They will also gain an advanced understanding of the technological and industrial advances in game design and of the cultural, social and economic impact and value of digital game texts.

Optional Modules
  • Work Placement - 15 Credits
  • Popular Music Culture - 15 Credits
  • Exploring Teaching as a Career - 15 Credits

Optional Credits

Introduction to Media Research Methods 15

This module introduces the main research techniques that are employed in researching media texts, institutions and audiences, both in their contemporary and historical contexts. Students are introduced to research practices found in Cultural Studies, qualitative and quantitative research. On completing this module students will be able to choose which research methods are most appropriate in developing their own research questions and be fully prepared to begin work on research that may form the basis of their final year projects.

Exploring Media Theory 15

This module aims to provide students with a thorough understanding with a number of the main theoretical approaches used in media and communications analysis. Accordingly it will focuses upon a number of key perspectives used in the academic study of the media. It examines a number of central topics students will learn how various theories can be applied to interpret these topics.

The module begins by problematizing the popular understanding of media and introducing a range of key theoretical traditions such as mass society theory, contemporary Marxist and feminist theory (and their variants), and post-structuralism. Students are encouraged to recognise underlying conceptions within these theories about the idea of the citizen, the nature of society, power, class and gender.

Gamification 15

Gamification is now a widespread and significant form of practice across a range of traditional and new media. This module examines the phenomena of gamification - the application of games design and mechanics to a non-game activity. Students are introduced to gamification and key concepts in game studies and consider the various game mechanics and techniques used in gamification. Topics include: how games work – what makes them ‘fun’; psychological motivations and game mechanics, using games in business; changing behaviour with games and the dark side of gamification. For the assessment, students will engage in an activity of gamifying an existing process and designing gamified practices.

Social Media, Advertising and Branding 15

This module examines the various ways in which social media is used in advertising and branding. Social media has been understood as a key channel in integrated marketing communications over the past few years and a presence on social media constitutes a significant aspect of most marketing campaigns and branding strategies. The module will consider the various strategies and techniques used in advertising and branding on social media; explore basic methods of analysis in monitoring social media, consider a number of case studies in which social media has been used and examine the effectiveness and limitations (including legal and ethical issues) of social media and engagement. Students will produce a detailed plan for the use of social media in a branding or advertising campaign including the production of exemplar material for use in a campaign.

Understanding Social Media 15

Social media and web 2.0 software applications such as social networking tools, wikis, blogs, video sharing sites and other collaborative software available over the internet have had a considerable impact upon how people and organisations interact. Social media is often understood as a media form that enables the user production and dissemination of content. This module introduces students to the academic study of social media from within a humanities and social scientific framework. Furthermore, it will expand student’s capabilities in using social media and encourage them to recognise how social media can be used in a variety of contexts.

Students will be introduced to key debates surrounding social media including the ‘long tail’, privacy, copyright, collective intelligence and the wisdom of crowds and the various business models that underpin social media.

Digital Media Research Methods 15

This module explores the range of research techniques that can be used to research media and communication on the internet and in social media. Digital research techniques offer a range of means by which the vast amounts of data on the internet can be meaningfully engaged with. This module develops the research practices covered on preceding modules but takes it in new directions and makes use of new techniques. Students will learn about the various techniques used to gather data, manipulate and interpret it and present the information in a variety of ways. Topics covered include  accessing and gathering new types of data, basic software tools used for the study of digital information (NVIVO, various google tools and online software), text mining, social network analysis, visualising spatial and social media, ethical and legal issues in performing digital research.

Games Cultures 15

The last two decades has seen videogames emerge as a formidable social, cultural, and economic force in the global media landscape. With gaming the fastest growing leisure industry in the world, this module will provide students with a broad knowledge of the history and theory of videogames. It will introduce students to key debates and critical theories with which to approach and analyse the digital game form. We will examine long-standing debates about violence and other ethical issues surrounding videogames and examine how controllerless and gestural interfaces have enabled for the reconceptualisation of gaming as a healthy rather than sedentary activity. Key issues considered will include industry regulations and practices, the narrative traditions of videogame texts, online gaming, interactivity, the history of games, game genres and representation, the different contexts and platforms (video, computer, handheld, arcade, mobile, free-to-play) available for play the generic forms of the games as well as coverage of specific games and significant moments in the history of video and computer gaming. Students will engage in the critical examination of games as texts and the ways in which games and play have been understood. They will also gain an advanced understanding of the technological and industrial advances in game design and of the cultural, social and economic impact and value of digital game texts.

Optional Modules
  • Work Placement - 15 Credits
  • Popular Music Culture - 15 Credits
  • Exploring Teaching as a Career - 15 Credits

Year 3 (Level 6)

Modules Credits

The Extended Independent Study in Media and Communication 30

The Extended Independent Study in Media and Communication will give students opportunities to employ the academic, critical and practical skills that they have acquired through the Media and Communication programme in order to pursue their own interests in developing either:

  • a traditional academic research project (10,000-word dissertation)
  • a practical media project (e.g. a portfolio of journalism, videos, advertising campaign, public awareness campaign, producing a video game) alongside a shorter critical reflection (c. 4000 words)
Climate Crisis and the Media 15

Climate breakdown is the defining issue of our era, threatening the future of humanity. This module critically examines the media’s role in framing the parameters of climate change debates, representing visions of the natural world, and contributing to climate crisis itself. Topics covered include mapping the history of environmental awareness, the impact of media technologies on the natural world, fictional and non-fictional stories about environmentalism, celebrity activism, and exploring a range of critical approaches to thinking about the climate crisis. Students will be assessed through engaging with media technologies and creating a plan to mitigate such use through strategies of carbon offset.

Community Media 15

This module is based on the principle that media is central in society, even at grassroots level. Despite the fact that it is demonstrable that our social realities are saturated by mediated experiences as never before in human history, communities remain the focal point for much of public life. This includes, for example: political representation; delivery of social services – such as health, education, recreation, and security; and deliberation of common issues affecting the well-being of residents (such as the economy or the environment). 

As such, this module will introduce students to a range of media and techniques of engagement within communities. Students will experience first-hand the state of local communities and their existing engagement with different types of media. Through this module, students will work alongside community-based volunteers and activists to deepen their appreciation of community integration issues.  They will be required to draw on their grasp of media practice, and management of media organisations. They will also be encouraged to engage with queries about the existence, classification and relevance of alternative media technologies and their usage.

Dark Side of the Net 15

This module will consider aspects of illegal activity online and explore how it affects the nature of online activity.   Upon completion of the module students will be able to knowledgably discuss online crime and a number of the key ways in which it is enacted.

Video Game Worlds 15

The module will begin with an exploration of popular representations and imaginations of ‘cyberspace’ as an electronic world. Students will examine the key developments in media technologies that have underpinned the popularisation of videogaming, such as smartphones, streaming platforms and social media. We will examine a variety of methods related to researching online, virtual and other digitally mediated environments and interactive/participatory realms. The module will also consider the close link between videogames and war, as videogame and military training technologies converge.

Big Data and Algorithmic Cultures 15

Students will engage in the critical examination of Big Data and its impacts on society and culture. They will explore a variety of digital media infrastructures and learn about the often contradictory corporate partnerships that underpin streaming platforms. Students will also examine how algorithmic processes may (or may not) alter the production, consumption and experience of media texts such as film, television and music. In doing so, students will reflect on the ways that developments in data and algorithmic technologies both challenge and reinforce foundational concepts and long-standing debates in media and communication studies. 

Optional modules
  • Politics and the Media - 15 Credits
  • Documentary and Photojournalism - 15 Credits
  • Interrogating TV - 15 Credits
  • Celebrity Culture - 15 Credits
  • The Values of Nature - 15 Credits

Optional Credits

The Extended Independent Study in Media and Communication 30

The Extended Independent Study in Media and Communication will give students opportunities to employ the academic, critical and practical skills that they have acquired through the Media and Communication programme in order to pursue their own interests in developing either:

  • a traditional academic research project (10,000-word dissertation)
  • a practical media project (e.g. a portfolio of journalism, videos, advertising campaign, public awareness campaign, producing a video game) alongside a shorter critical reflection (c. 4000 words)
Climate Crisis and the Media 15

Climate breakdown is the defining issue of our era, threatening the future of humanity. This module critically examines the media’s role in framing the parameters of climate change debates, representing visions of the natural world, and contributing to climate crisis itself. Topics covered include mapping the history of environmental awareness, the impact of media technologies on the natural world, fictional and non-fictional stories about environmentalism, celebrity activism, and exploring a range of critical approaches to thinking about the climate crisis. Students will be assessed through engaging with media technologies and creating a plan to mitigate such use through strategies of carbon offset.

Community Media 15

This module is based on the principle that media is central in society, even at grassroots level. Despite the fact that it is demonstrable that our social realities are saturated by mediated experiences as never before in human history, communities remain the focal point for much of public life. This includes, for example: political representation; delivery of social services – such as health, education, recreation, and security; and deliberation of common issues affecting the well-being of residents (such as the economy or the environment). 

As such, this module will introduce students to a range of media and techniques of engagement within communities. Students will experience first-hand the state of local communities and their existing engagement with different types of media. Through this module, students will work alongside community-based volunteers and activists to deepen their appreciation of community integration issues.  They will be required to draw on their grasp of media practice, and management of media organisations. They will also be encouraged to engage with queries about the existence, classification and relevance of alternative media technologies and their usage.

Dark Side of the Net 15

This module will consider aspects of illegal activity online and explore how it affects the nature of online activity.   Upon completion of the module students will be able to knowledgably discuss online crime and a number of the key ways in which it is enacted.

Video Game Worlds 15

The module will begin with an exploration of popular representations and imaginations of ‘cyberspace’ as an electronic world. Students will examine the key developments in media technologies that have underpinned the popularisation of videogaming, such as smartphones, streaming platforms and social media. We will examine a variety of methods related to researching online, virtual and other digitally mediated environments and interactive/participatory realms. The module will also consider the close link between videogames and war, as videogame and military training technologies converge.

Big Data and Algorithmic Cultures 15

Students will engage in the critical examination of Big Data and its impacts on society and culture. They will explore a variety of digital media infrastructures and learn about the often contradictory corporate partnerships that underpin streaming platforms. Students will also examine how algorithmic processes may (or may not) alter the production, consumption and experience of media texts such as film, television and music. In doing so, students will reflect on the ways that developments in data and algorithmic technologies both challenge and reinforce foundational concepts and long-standing debates in media and communication studies. 

Optional modules
  • Politics and the Media - 15 Credits
  • Documentary and Photojournalism - 15 Credits
  • Interrogating TV - 15 Credits
  • Celebrity Culture - 15 Credits
  • The Values of Nature - 15 Credits

Please note the modules listed are correct at the time of publishing, for full-time students entering the programme in Year 1. Optional modules are listed where applicable. Please note the University cannot guarantee the availability of all modules listed and modules may be subject to change. For further information please refer to the terms and conditions at www.winchester.ac.uk/termsandconditions.
The University will notify applicants of any changes made to the core modules listed above.

Progression from one level of the programme to the next is subject to meeting the University’s academic regulations.

2020 Course Tuition Fees

 UK/EU

International

Year 1 £9,250 £13,500
Year 2 £9,250 £13,500
Year 3 £9,250 £13,500
Total £27,750 £40,500
Optional Sandwich Year £700 £700
Total with Sandwich Year £28,450 £41,200

If you are a UK or EU student starting your degree in September 2020, the first year will cost you £9,250*. Based on this fee level, the indicative fees for a three-year degree would be £27,750 for UK and EU students.

Remember, you don't have to pay any of this upfront if you are able to get a tuition fee loan from the UK Government to cover the full cost of your fees each year. If finance is a worry for you, we are here to help. Take a look at the range of support we have on offer. This is a great investment you are making in your future, so make sure you know what is on offer to support you.

UK/EU Part-Time fees are calculated on a pro rata basis of the full-time fee for a 120 credit course. The fee for a single credit is £77.08 and a 15 credit module is £1,156. Part-time students can take up to a maximum 90 credits per year, so the maximum fee in a given year will be the government permitted maximum fee of £6,935.

International part-time fees are calculated on a pro rata basis of the full-time fee for a 120 credit course. The fee for a single credit is £112.50 and a 15 credit module is £1,687.

*The University of Winchester will charge the maximum approved tuition fee per year. 

Additional costs

As one of our students all of your teaching and assessments are included in your tuition fees, including, lectures/guest lectures and tutorials, seminars, laboratory sessions and specialist teaching facilities. You will also have access to a wide range of student support and IT services.

There might be additional costs you may encounter whilst studying. The following highlights the mandatory and optional costs for this course:

Mandatory

Printing and Binding: We are proud to offer free printing for all students to ensure that printing costs are not a potential financial barrier to student success. The University of Winchester and Winchester Student Union are champions of sustainability and therefore ask that all students consider the environment and print fairly. Students may be required to pay for the costs of dissertation binding. Indicative cost is £1.50-£3.

Optional

Field trips: Module leaders may choose to take students on short field trips. Student would be expected to cover the cost of travel to the field trip location. Indicative cost a maximum of £30.

Core texts: Core Texts are available from the University Library; however some students prefer to purchase their own copies. Core Texts can be bought second hand, or as an ebook which can often reduce this cost. Indicative cost £80 per academic year

Course specific bursaries/scholarships

We have a variety of scholarship and bursaries available to support you financially with the cost of your course. To see if you’re eligible, please see our Scholarships and Awards page.

Key course details

UCAS code
P950
Duration
3 years full-time
Typical offer
104-120 points
Location
On campus, Winchester