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Digital Media Culture and Technology BSc

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  1. Royal Holloway's institution code: R72
  2. Make a note of the UCAS code for the course you want to apply for:

    • Digital Media Culture and Technology BSc BSc - P304
    • Digital Media Culture and Technology BA BSc - P300
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Digital Media Culture and Technology BSc

BSc

Please note that this degree is now closed for 2025 entry.

Course options

Key information

Duration: 3 years full time

UCAS code: P304

Institution code: R72

Campus: Egham

Key information

Duration: 3 years full time

UCAS code: P300

Institution code: R72

Campus: Egham

View this course

The course

Digital Media Culture and Technology BSc (BSc)

Instagram created new visual cultures, LinkedIn created new employment spheres, and Twitter has changed the way we discuss politics. The creative industries are the UK’s fastest-growing economic sector, worth £71.4 billion a year and making up 5.6% of the work force (Department of Culture, Media & Sport, 2014), and within the creative industries, digital media looks set to grow the fastest over the next few years. Opportunities are everywhere.

A unique collaboration between the Department of Media Arts and Department of Computer Science, this three-year Bachelor of Science (BSc) degree will introduce you to all the key elements of digital media culture and technology, with a focus on the creative and cultural aspects in your course options for years 2 and 3. It will equip you for an exciting career in this ground-breaking field, giving you the critical and creative skills to excel in media production and an appreciation of the technologies that make it all work. The courses modular structure gives you the flexibility to tailor your studies to your own interests.

We don't just teach surface readings of today's social media, we give you an understanding from the ground up. We will help you to harness the power of digital media cultures and work with the latest, emerging forms of social media. This degree is an innovative collaboration between the Department of Media Arts and Department of Computer Science to enable you to learn from the experts in coding, design and data analytics that form the technical basis of today's digital communications. We put heavy emphasis on project-based learning and regular industry involvement. Our broad curriculum will also prepare you for more advanced study in either media arts of computer science, or related fields if you decide to progress within academia.

  • Emphasis on project-based learning.
  • Industry involvement from our outstanding networks.
  • Use our 24-7 media arts facilities.
  • Study how social media works on both aesthetic and technical levels.
  • Alternative BA (P300) pathway available wholly taught in the Department of Media Arts

From time to time, we make changes to our courses to improve the student and learning experience. If we make a significant change to your chosen course, we’ll let you know as soon as possible.

Core Modules

Year 1
  • In this module you will develop an understanding of how computers can be used to solve problems. You will start by considering variables, types and simple data structures such as strings, sets, lists and dictionaries. You will learn to use control flow mechanisms such as conditionals, while loops, and for loops, and examine functional and recursive techniques. You will see how to perform input and output to and from the command line and files, and implement simple algorithms. You will also examine key concepts surrounding objects, such as the use of classes and inheritance.

  • In this module you will develop an understanding of the basic concepts of 2D game design and apply them to the development of simple games using an objected-oriented approach. You will look at the nature of graphics, animation, and motion, considering the use of vectors in these techniques. You will also examine the fundamentals of game physics, such as collisions, gravity and ballistics.

  • In this module you will develop an understanding of interactive digital projects and reflect on them in the context of digital media culture, history and theory. You will develop the ability to work iteratively between coding and critical understanding of digital culture. Lectures and practical sessions will revolve around key concepts and practices to obtain a sound understanding of the basics of digital media culture and technology.

  • In this module you will develop an understanding of digital narratives and cultures with an emphasis on audiovisual storytelling. You will learn skills in the creative practice of audiovisual media for digital platforms, producing a three to five minute short film. You will work iteratively and gain weekly feedback on your ideas and work-in-progress. You will learn how to shoot stories on mobile phones and lightweight cameras, how to edit these on Final Cut Pro, and key sound design skills.

  • This module provides a history of the innovations in digital storytelling that have developed over the last several decades, and teaches you the technical skills to produce your own innovative digital stories. From hypertext novels to contemporary video games, we look at how storytelling has changed since the invention of the internet. Then, we learn the skills needed to produce several forms of digital narratives including text-based games, interactive video, location-based experiences and social media storytelling. Students develop a portfolio of both creative and written work.

Year 2
  • In this module you will learn the theoretical and practical skills to create content for a range of digital and social media, combining the ability to respond to a series of briefs with skills in working as a team to execute an online media project. You will be required to reflect on, and offer a critical analysis of the project and your own contribution to it. You will produce a social/digital media campaign demonstrating an awareness of the aesthetic cultural and practical possibilities of non-linear narrative forms. You will examine the digital culture and consider the socio-economic, cultural and regulatory forces that shape online experiences.

Year 3
  • This module aims to give you as real an understanding and experience of working in the digital industries as is possible within the context of a university. This module will help you to gain an understanding of digital business modelling; from both a value building perspective, and also a relationship building perspective which is vital to your ongoing success.

     

  • A dissertation can be a sustained piece of writing about a single subject, person, theoretical field, or group of texts The dissertation is based primarily on students’ own course of independent study so will be a product of negotiation between the student and supervisor and will depend on the topic of research.

  • In this module you will design, develop and execute a substantial original piece of digital media, combining still and moving image, sound, text and code. You will prepare and write a project proposal and budget and present your ideas in public. You will reflect on and critically analyse your work, showing an advanced understanding of the aesthetic ethical and technical issues involved in digital and social media. Here it is your chance to pursue your own passions and our students produce everything from digital magazines, interactive films, 2D and 3D animations, music videos, interactive and immersive websites, digital art installations and curations and augmented and virtual reality.

Optional Modules

There are a number of optional course modules available during your degree studies. The following is a selection of optional course modules that are likely to be available. Please note that although the College will keep changes to a minimum, new modules may be offered or existing modules may be withdrawn, for example, in response to a change in staff. Applicants will be informed if any significant changes need to be made.

Year 1
  • All modules are core
Year 2
  • In this module you will develop an understanding of software design and engineering processes, including the Waterfall and Agile methodologies. You will learn how to identify common software requirements and see how these have been considered in existing systems. You will look the techniques of software design and how software engineers communicate their design ideas. You will consider the importance of documentation and the usage of current industry-standard notations such as user stories and the unified modeling language (UML). You will also analyse and critique the design of existing software looking at the user experience as a measure of its fitness for purpose.

  • In this module you will develop an understanding of how information security may be influenced by real-world design and implementation decisions. You will look at the different cryptographic algorithms, considering their use, advantages and disadvantages. You will use these cryptographic primitives to review and evaluate cryptographic protocols, and examine the rational decisions in the design of tokens and secure elements.

  • In this module you will develop an understanding of the core concepts of the digital age, looking at how today's computer networks, devices and infrastructure underpin nearly all forms of aesthetic, cultural social and political life. You will consider the concepts of technicity, affective turn, digital subjectivity and extended mind, creative expression and participation in the digital era, amateur production, free software, fun and politics, self-organisation, media archaeology and sonic architectures. You will examine the systematic challenges brought about by digital change and critically interpret and analyse digital phenomena.

  • In this module you will develop an understanding of how creativity is constrained and enabled by the industrial logics of the creative industries. You will focus on film, television and digital media, exploring issues such as economics and financing, pitching and commissioning, policy and regulation, copyright, formats and global trade, ratings and audience measurement, branding and marketing, digital production logics, and production cultures. You will also consider a number of important industry-oriented research skills, such as interviewing, market/demographic analysis, locating and interpreting legal documents, and archival research.

Year 3
  • This module will examine, through the employment of practical methodologies, the work of significant avant-garde sound/noise practitioners throughout the 20th century analogue and digital eras. It will examine the relationship between significant artworks and the technology of the era. For example, in the acoustic era of music capture, before the electrification of the signal in 1925 that allowed electro-magnetic microphones and soundboard input mixing, the capture of sound was facilitated through a static condensing horn. In order to create a mix balance, the musicians would physically move closer or further away from the horn. We call this kinetic mixing. One of the first exercises will be to recreate this process and then develop the concept digitally, within an installation paradigm, employing a multichannel sound source and a range of Bluetooth speakers, allowing the different sounds to be physically moved within a defined space – 21st Century kinetic mixing.

     

  • This module aims to give you as real an understanding and experience of working in the digital industries as is possible within the context of a university. This module will help you to gain an understanding of digital business modelling; from both a value building perspective, and also a relationship building perspective which is vital to your ongoing success.

     

  • In this module you will develop an understanding of how the destruction of European Jewry by the Nazis between 1933 and 1945 has been represented and responded to across a range of both fictional and non-fictional media. You will look at the specific theoretical debates surrounding how the Holocaust can or should (or should not) be represented in art and popular culture. You will consider the role of mass media in constructing both popular and elite relationships to historical experience, and in documenting history.

You will learn through a combination of lectures, seminars, small-group tutorials, screenings, practical workshops and live media practice exercises, including location work, use of our purpose-built TV studio and multimedia and computer labs, group work and guided independent research and study. Private study and preparation are essential parts of every course, and you will have access to many online resources and our comprehensive e-learning facility, Moodle. You will also be assigned a personal tutor to support you throughout your studies.

Assessment is both dynamic and innovative, designed to test your creative and critical skills across a wide range of communication platforms. This could include assessed blogging, short film submissions, programming tasks, PR exercises and responding to live briefs, alongside more traditional written assignments such as essays, scripts or production papers, extended essays, written exams, assessed coursework, and a portfolio of practical work.

Outside the tasks and assessments required by their curriculum, you will be encouraged to take full advantage of our technical facilities, which are available on a 24/7 basis, to build a portfolio of creative work for your future career.

A Levels: ABB-ABC

Required subjects:

  • At least five GCSE passes at grade A*-C or 9-4, including English and Mathematics.

English language requirements

All teaching at Royal Holloway is in English. You will therefore need to have good enough written and spoken English to cope with your studies right from the start.

The scores we require
  • IELTS: 6.5 overall. Writing 7.0. No other subscore lower than 5.5.
  • Pearson Test of English: 61 overall. Writing 69. No other subscore lower than 51.
  • Trinity College London Integrated Skills in English (ISE): ISE III.
  • Cambridge English: Advanced (CAE) grade C.

Country-specific requirements

For more information about country-specific entry requirements for your country please visit here.

Undergraduate preparation programme

For international students who do not meet the direct entry requirements, for this undergraduate degree, the Royal Holloway International Study Centre offers an International Foundation Year programme designed to develop your academic and English language skills.

Upon successful completion, you can progress to this degree at Royal Holloway, University of London.

By the time you graduate you will be able to walk into an interview with a thorough grounding in the history and theory of digital media – invaluable for companies who look ahead to future trends – along with expertise in programming, analytics and data visualisation. You will also have a portfolio of creative work and transferrable skills such as written communication, presentation, time management, teamwork, research, problem solving, critical analysis and advanced IT skills.

During your studies you will have the chance to hear from practising professionals in lectures, and to make connections through our staff and alumni industry networks. We also run a micro work placement scheme, where you can gain first-hand experience in the world of work and learn about what employers are looking for, before you apply for a job.

Graduates from our Media Arts and Computer Science departments can be found in almost every area of the media industries, from TV production to directing, writing, shooting and starring in films, software engineering, PR and brand management, through to games development and web design. With a BA degree you will be particularly well prepared for more creative career paths.

Benefit from networking opportunities and hear from practising professionals during your studies.

Open doors to a wide range of exciting job opportunities, in both digital media and computer science, and the creative industries more broadly.

Other essential costs***: £50 to £350

How do I pay for it? Find out more about funding options, including loans, scholarships and bursaries. UK students who have already taken out a tuition fee loan for undergraduate study should check their eligibility for additional funding directly with the relevant awards body.

*The tuition fee for Home (UK) undergraduates is controlled by Government regulations. The fee for the academic year 2025/26 is £9,535

**This figure is the fee for EU and international students starting a degree in the academic year 2025/26.  

Royal Holloway reserves the right to increase tuition fees annually for all students. For further information see fees and funding and the terms and conditions.

*** These estimated costs relate to studying this particular degree at Royal Holloway during the 2025/26 academic year and are included as a guide. Costs, such as accommodation, food, books and other learning materials and printing, have not been included. 

6th

in the UK for research quality

Source: Complete University Guide, 2023

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