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Masters Degrees (Video Games)

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If you have a strong interest in video games and a background in music or audio, then this master’s degree course will give you the skills you need to work as a sound designer in video games. Read more

Award: Master of Arts, University of Chichester

If you have a strong interest in video games and a background in music or audio, then this master’s degree course will give you the skills you need to work as a sound designer in video games. As a career it’s both creatively fulfilling and technically challenging. Creating audio worlds, storytelling with sound, finding innovate technical solutions to creative problems is what this postgraduate degree course is all about.

The course has been developed in close consultation with the industry so we know we are teaching you the skills your future employers want you to have. It’s a strongly project focused course and you will develop an effective workflow, remote working and collaboration and a clear understanding of what’s expected of a professional member of the game audio team.

You need to be technically literate and learn software easily. This course does not require you to learn to code but you will be developing a powerful combination of creative and technical abilities that are market-focused. Working in games is all about finding new ways of doing things and creative problem solving. This postgraduate course accurately reflects the working life of a games composer working as part of remote working team.
All your tutors are working professional video game sound designers.

You will work on a inspiring range of games, including commercial releases, provided as part of your course materials. You will learn not only how to create inspiring interactive music and sound but also how to implement your audio inside the game using industry standard middleware like FMOD and WWise.

Game audio courses and sound design schools are relatively few and far between. This is currently the only online master’s degree in game audio available. Whether you are a composer looking to increase your chances of employment or an audio professional with a passion a for sound design, our MA will bring you real-world professional tuition you need to lay the solid foundations of a career in video game sound design and audio.

Course Highlights

- Personal 1-to-1 tuition from top professional sound designers.
- Work on over 30 real-world projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
- Detailed feedback from working professionals, online workshops and tutorial groups, forum discussions and exclusive webinars.
- Unique programme developing key, industry facing skill sets, to prepare you for a career as a video game sound designer.

Fees

All of our postgraduate courses have a flat fee, regardless of whether you are full or part time.

Course: £8,850 / $12,950 / €11,600

Fees can be paid as one upfront cost, or as instalments spread monthly across the duration of the course.

Students are required to buy, rent or access additional books, scores, recordings, films and other reference material.

Time Commitment

In the UK, an MA involves 180 academic credits and each credit represents a notional 10 hours of work..

For Sound Design for Video Games students there are 24 projects including a longer Major Project at the end of the course.

Practice based creative degrees are notoriously difficult to quantify in terms of how long they take to complete. It depends to a large extent, on how fast you write music. Some students write 5 minutes of music a day while others write 5 minutes a week or less. If you work reasonably productively, i.e. 2-3 minutes a day, which is probably average in the professional working industry, you would complete the work in much less time.

A well organized person, working productively, might be able to complete the course in two or three days a week whereas another working slower, might take 5 days a week. Assume therefore that the full-time lies somewhere between 2 and 5 days a week depending on your work rate. Part time would be pro-rata so a three year schedule would be 1-2 days a week.

The Provisional Schedule

Both full-time and part-time students join the same course. Full time students will compete their taught modules by the end of the 9th month. The rest of the year is spent on their major project. Part time students will do their modules in roughly twice the time.

To encourage a sense of “togetherness”, most of the group activities are not locked into particular modules. Guest lecturers, webinars, workshops and solo live sessions will be scheduled regularly throughout the year and are free for all to attend. The individual module work is normally more focused on individual or small group tuition and so is more flexible in terms of timing.

Application

When you are sure you are ready to apply for the programme, go to the course page and click the “apply now” button. This will take you to our store where you can pay the non-returnable application fee of £50 / €70 / $90.

Once your payment has been processed, you will be able to login and complete the application pack.

We will need your personal details, details of your academic, musical and technical background. If you are offered a place, we will require copies of a number of documents including those confirming your academic history, identity and language ability where English is not your first language.

You will also be required to send us some music.

For full details on the application procedure, please visit our website below.

Visit the MA Sound Design for Video Games page on the ThinkSpace Education website for more details!

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The course has been developed in close consultation with the industry, so we are teaching you the skills your future employers want you to have. Read more

Award: Master of Arts, University of Chichester

The course has been developed in close consultation with the industry, so we are teaching you the skills your future employers want you to have. It’s a strongly project focused course and you will develop an effective workflow, remote working and collaboration and a clear understanding of what’s expected of the game composer as a member of the game audio team. All your tutors are working professional video game composers.

You will work on an inspiring range of games, including commercial releases, provided as part of your course materials. You will learn not only how to create inspiring interactive music but also how to implement your score inside the game using industry standard middleware like FMOD and WWise.

There are plenty of music production schools yet, despite increasing interest in video games soundtracks, almost none who specialize in scoring computer games.

This is currently the only online master’s degree in composing for video games. So if you enjoy working in a vibrant and rapidly evolving area of music production, if you embrace the technical and creative challenges that scoring computer games will involve, then come and join us.

Course Highlights

- Personal 1-to-1 tuition from top professional composers.
- Work on over 30 real-world projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
- Detailed feedback from working professionals, online workshops and tutorial groups, forum discussions and exclusive webinars.
- Unique programme developing key, industry facing skill sets, to prepare you for a career as a video game composer.

Fees

All of our postgraduate courses have a flat fee, regardless of whether you are full or part time.

Course: £8,850 / $12,950 / €11,600

Fees can be paid as one upfront cost, or as instalments spread monthly across the duration of the course.

Students are required to buy, rent or access additional books, scores, recordings, films and other reference material.

Time Commitment

In the UK, an MA involves 180 academic credits and each credit represents a notional 10 hours of work..

For Composing for Video Games students there are 24 projects including a longer Major Project at the end of the course.

Practice based creative degrees are notoriously difficult to quantify in terms of how long they take to complete. It depends to a large extent, on how fast you write music. Some students write 5 minutes of music a day while others write 5 minutes a week or less. If you work reasonably productively, i.e. 2-3 minutes a day, which is probably average in the professional working industry, you would complete the work in much less time.

A well organized person, working productively, might be able to complete the course in two or three days a week whereas another working slower, might take 5 days a week. Assume therefore that the full-time lies somewhere between 2 and 5 days a week depending on your work rate. Part time would be pro-rata so a three year schedule would be 1-2 days a week.

The Provisional Schedule

Both full-time and part-time students join the same course. Full time students will compete their taught modules by the end of the 9th month. The rest of the year is spent on their major project. Part time students will do their modules in roughly twice the time.

To encourage a sense of “togetherness”, most of the group activities are not locked into particular modules. Guest lecturers, webinars, workshops and solo live sessions will be scheduled regularly throughout the year and are free for all to attend. The individual module work is normally more focused on individual or small group tuition and so is more flexible in terms of timing.

Application

When you are sure you are ready to apply for the programme, go to the course page and click the “apply now” button. This will take you to our store where you can pay the non-returnable application fee of £50 / €70 / $90.

Once your payment has been processed, you will be able to login and complete the application pack.

We will need your personal details, details of your academic, musical and technical background. If you are offered a place, we will require copies of a number of documents including those confirming your academic history, identity and language ability where English is not your first language.

You will also be required to send us some music.

For full details on the application procedure, please visit our website below.

Visit the MA Composing for Video Games page on the ThinkSpace Education website for more details!

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Full time (Sep start). 12 months. Gamer Camp Pro (MA/MSc Video Games Development) has been created in partnership with the likes of Sony Computer Entertainment Europe,Codemasters,Rareand Exient. Read more

Course Duration

Full time (Sep start): 12 months

Course Summary

Gamer Camp Pro (MA/MSc Video Games Development) has been created in partnership with the likes of Sony Computer Entertainment Europe,Codemasters,Rareand Exient. We aim to help you become a perfect recruit for a career in the games industry- with not just the skills, but also the experience you’ll need. Our graduates have been employed by companies including Sony Evolution Studios, Ubisoft and Rockstar Games.

The course was developed in partnership with the industry to provide a ‘finishing school’ that produces work-ready graduates with the practical skills they needed to be successful. Many companies recruit directly from the course, giving you access to jobs that you would not come across elsewhere.

You will get specialist skills training, mentoring and support from leading game developers, the chance to design and build a working game that can be published, and experience at every stage of the games development cycle. You will receive real game briefs, training and mentoring from industry partners such as Sony Computer Entertainment Europe, Exient, Rare and Codemasters.

Employment Opportunity

Students leaving Gamer Camp course have gone onto work with many of the industry’s biggest names. Roles secured by our graduates include Concept Artist at Sony Evolution Studios, Character Artist at Sega Hardlight Studios, Associate Producer at Spicy Horse Games, and Environmental Artist at Rockstar. MA and MSc students have also set up their own studios.

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Video games are evolving rapidly both technically and creatively, and this is creating enormous opportunities for game audio professionals. Read more

Award: Master of Fine Art, University of Chichester

Video games are evolving rapidly both technically and creatively, and this is creating enormous opportunities for game audio professionals. Our master’s degree in Game Music and Audio has been developed in close consultation with the industry to ensure you are learning the skills the industry requires.

The MFA course is an advanced degree and prepares you for a career as both a video game composer and as a game sound designer, the kind of full-stack game audio professional that is increasingly in demand. Scoring video games is rewarding and challenging but highly competitive. Our real-world project based approach, tutored by working professional game composers and sound designers, is designed to help you compete at the highest level. Being able to provide a complete audio service makes you much more employable.

The course will help you develop as a video games composer, raising your music to a new level, helping you find a voice and distinctive style of your own. You’ll also be going further and learning the technology and creative skills required to work as a video games sound designer, creating immersive audio worlds.

You will work on a inspiring range of games, including commercial releases, provided as part of your course materials. You will learn not only how to create inspiring interactive music and sound, but also how to implement your audio inside the game using industry standard middleware like FMOD and WWise.

Degree courses in game audio are few and far between. This is currently the only master’s degree in game audio and composition available entirely online. Whether you want to learn to compose for video games or are looking for a video game sound design course, our MFA will bring you real-world professional tuition you need to lay the solid foundations of a career in video game music and audio.

Course Highlights

- Personal 1-to-1 tuition from top professional composers and sound designers.
- Work on over 30 real-world projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
- Detailed feedback from working professionals, online workshops and tutorial groups, forum discussions and exclusive webinars.
- Unique programme developing key, industry facing skill sets, to prepare you for a career as a composer and/or sound designer for video games.

Fees

All of our postgraduate courses have a flat fee, regardless of whether you are full or part time.

Course: £6,875 / $10,050 / €8,995 (per year for two years)

Fees can be paid as one upfront cost, or as instalments spread monthly across the duration of the course.

Students are required to buy, rent or access additional books, scores, recordings, films and other reference material.

Time Commitment

In the UK, an MFA involves 240 academic credits and each credit represents a notional 10 hours of work..

For Game Music and Audio students there are 34 projects including a longer Major Project at the end of the course.

Practice based creative degrees are notoriously difficult to quantify in terms of how long they take to complete. It depends to a large extent, on how fast you write music. Some students write 5 minutes of music a day while others write 5 minutes a week or less. If you work reasonably productively, i.e. 2-3 minutes a day, which is probably average in the professional working industry, you would complete the work in much less time.

A well organized person, working productively, might be able to complete the course in two or three days a week whereas another working slower, might take 5 days a week. Assume therefore that the full-time lies somewhere between 2 and 5 days a week depending on your work rate. Part time would be pro-rata so a three year schedule would be 1-2 days a week.

The Provisional Schedule

Both full-time and part-time students join the same course. Full time students will compete their taught modules by the end of the 20th month. The rest of the year is spent on their major project. Part time students will do their modules in roughly twice the time.

To encourage a sense of “togetherness”, most of the group activities are not locked into particular modules. Guest lecturers, webinars, workshops and solo live sessions will be scheduled regularly throughout the year and are free for all to attend. The individual module work is normally more focused on individual or small group tuition and so is more flexible in terms of timing.

Application

When you are sure you are ready to apply for the programme, go to the course page and click the “apply now” button. This will take you to our store where you can pay the non-returnable application fee of £50 / €70 / $90.

Once your payment has been processed, you will be able to login and complete the application pack.

We will need your personal details, details of your academic, musical and technical background. If you are offered a place, we will require copies of a number of documents including those confirming your academic history, identity and language ability where English is not your first language.

You will also be required to send us some music.

For full details on the application procedure, please visit our website below.

Visit the MFA Game Music and Audio page on the ThinkSpace Education website for more details!

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Why study at Roehampton. The programme is taught by academic staff and by experts from the industry who bring their professional experience into the classroom. Read more

Why study at Roehampton

  • The programme is taught by academic staff and by experts from the industry who bring their professional experience into the classroom.
  • The University has a state-of-the-art language lab with cutting-edge translation software including SDL Trados, Swift and WinCAPS.
  • You will have the option to study the localisation of computer games, equipping you to work in one of the UK’s fastest growing industries.
  • Roehampton’s location in London is ideal, as the city has established itself as one of the main centres for translation in the world.
  • Roehampton is ranked best modern university in London (Complete University Guide 2018) and the most research-intensive modern university in the UK (Research Excellence Framework 2014).

Course summary

This programme aims to address the growing demand for translators with skills in translating technical texts.

The programme will familiarise you with the sociocultural, linguistic and technical dimensions that characterise specialised multilingual material. Through working with dedicated software and high-tech industry standard equipment, you will learn the skills you need to enter the professional market and gain the knowledge to pursue further research in this field.

There is a particular emphasis on learning translation tools (in particular SDL Trados) and on localisation, especially for video games. This programme is not limited to specific language pairs. You can work into and out of English and another language of your choice.

You will be taught by staff who are leaders in the field of translation and whose work has influenced organisations such as OFCOM. They work closely with industry and bring in key professionals in the field to teach and give talks, thus helping you to make vital industry contacts.

Roehampton boasts state-of-the-art language labs with cutting-edge translation software, including SDL Trados, Swift and WinCAPS. The lab also features a training suite and an open access area where you can work independently.

In recent years our graduates have found work with a broad range of organisations including: media companies and broadcasters such as the BBC, France TV, and RTVE; subtitling companies such as IMS, Deluxe, ITFC; and translation and localisation providers including Pole To Win, London Translations and JF Traduções e Interpretações.

As a Specialised Translation student you will become a member of the Centre for Research in Translation and Transcultural Studies, which promotes excellence in research into translation-related areas including language learning, audiovisual translation, accessibility to the media and other areas of translation.

Content

This course covers the theoretical and the practical aspects of specialised translation. In the compulsory module ‘Technical and Scientific Translation’ you will practice your skills in translating highly specialised documents into your chosen language. During the course you will also address the main theoretical issues shaping translation today and understand how these theories relate to the practice of translation.

IT skills are central to a translator's work so the compulsory module ‘Translation Tools’ will familiarise you with some of the translation tools you will be using in your professional life. These include terminology databases, translation memory tools, and other computer-assisted translation systems. You will be taught how to carry out efficient documentation and make appropriate use of research tools in solving technical and scientific translation problems.

You could also study ‘The Localisation of Video Games’ where you will examine the principles and practices of localisation in the area of multimedia interactive entertainment software. Other optional modules currently include ‘Subtitling: Concepts and Practice’, where you will explore the techniques of subtitle synchronisation using specialised software. MA students will also undertake a dissertation, which will provide you with the ideal opportunity to undertake an in-depth investigation of a translation-related topic that is of interest to you.

Modules

Compulsory modules (MA & PGD)

  • Translation Theory and Practice Module code: AST040L730A 
  • Translation Tools Module code: AST020L734S
  • Technical and Scientific Translation Module code: AST020L737A 

Optional modules (MA & PGD)

  • Economic and Legal Translation Module code: AST020L738S
  • Translation Project Module code: AST020L743S
  • Accessible Filmmaking: Theory and Practice Module code: AST020L744
  • The Localisation of Video Games Module code: AST020L747S
  • Subtitling: Concepts and Practice Module code: AST020L749A
  • Think, Create, Translate: Transcreation in the Creative Industries Module code: AST020L724Y
  • Media Access: Audiodescription, Subtitling for the Deaf and Respeaking Module code: AST020L742S
  • Dubbing and Voice-over Module code: AST020L741S

Compulsory module (MA students only)

  • Dissertation Module code: AST060L775Y

Career options

Specialised translator, subtitler, technical writer, editor, terminologist, project manager or localiser.

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The video game industry is a vastly growing sector in both the UK and worldwide and the need for highly skilled and educated individuals is in high demand across the globe. Read more

About the course

The video game industry is a vastly growing sector in both the UK and worldwide and the need for highly skilled and educated individuals is in high demand across the globe. With Brunel’s Digital Games Theory and Design MA programme, individuals will engage in, and experiment with, practical game design focussing on the process of devising the gameplay experience itself, including (but not limited to) the creation of rules, gameplay mechanics, narrative, world design and user experience, among many other aspects that make up the art of game design.

Coupled with a theoretical underpinning that focuses on the formal characteristics of games and analysis as well as the social and cultural contexts that shape the development of games, players, and society, this exciting programme offers students the opportunity to develop a range of skills that are required for success in today’s competitive job market.

Our programme is staffed with seasoned games designers and internationally published scholars who bring with them an extensive understanding of the nature of the video game industry, the importance of networks and the need for scholarly engagement in order to create innovative games for the future.

Aims

You will gain a comprehensive and sophisticated understanding of the advanced academic study of digital games and the techniques and principles used in their design.

You will be provided with the relevant expertise, teaching and learning environment to support your critical and creative engagement with issues at the cutting edge of analysing and designing digital games. You will contribute to the process of defining ‘game studies’ as a new academic discipline.

You will develop skills and knowledge to gain employment in the digital games industry and make contributions to the development of innovative games that go beyond current markets.

You will acquire the skills necessary to undertake doctoral level research.

Course Content

The MA consists of compulsory modules, a typical selection can be found below. Modules can vary from year to year, but these offer a good idea of what we teach.

Each module will have a range of assessments; some practical, others written.

Game Design 1 (term 1, 30 credits) - practical group design projects (small); written evaluative case study 2000 words; assessed presentation

Critical Approaches (term 1, 30 credits) - 2 x 3000 word essays

Game Design 2 (term 2, 30 credits) - 1 x practical design project tailored to a specific platform (large); written evaluative case study 3000 words; assessed presentation

Socio-Cultural Contexts (term 2, 30 credits) (1 x 6000 word essays)

Dissertation in Digital Games Design: Theory and Design - either 12,000-18,000 words or 8,000 words with practical component - delivered in either digital format or as a design document (term 3, 60 credits)

Students are expected to use the MA forum for discussions and are encouraged to participate in extra-curricular support activities such as game jams, local game related and networking events in order to practice the creative and technical skills developed throughout the programme and foster conversation and connections that are an invaluable part of the post-graduate experience.

Special Features

Students will engage in, and experiment with, practical games creation, with workshops led by designers working in the industry, as well as explore a range of theories and concepts with which to analyse the values of games, play and pleasure.

This programme offers a unique focus on practical games design, informed by theory that is not offered by any other university. It is not a software or graphics training programme.

We have a team of experienced games researchers teaching on the programme, some of whom have played a pioneering role in making game studies a new academic discipline.

Assessment

Assessment is via a combination of practical games-making work, presentations and essays of varying length.

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-Join a programme that is sharply tailored to respond to the current demand for creative professionals who are able to provide sound and music content for the film and video game industry. Read more
-Join a programme that is sharply tailored to respond to the current demand for creative professionals who are able to provide sound and music content for the film and video game industry
-Develop a showreel demonstrating your creative talent in composing music and designing sound for a wide range of media (video, film, video games), opening up a 360º horizon of possibilities and opportunities for work
-Collaborate with MA Film students in our School of Creative Arts
-Learn in the university’s top-class facilities, assisted by tutors who are themselves industry professionals

Why choose this course?

This course is conceived to meet the current industry’s demand for creative professionals who are equally versed in music composition as well as sound design, and can work effectively across a range of media – whether it’s video, narrative film or interactive games.

All aspects of the soundtrack are systematically explored in both linear and non-linear environments, leading to a fuller understanding of the discipline, of the industry, and of the production processes.

On this course, you will harness the whole gamut of sonic resources for your creative practice – from acoustic instruments to electroacoustic sound, utilising all the latest studio techniques and technologies.

You’ll study in the University’s top-class studios, supported by tutors who are experienced industry professionals, with potential to collaborate with students from our MA Film course.

With targeted sessions and expert guidance, you’ll develop a showreel demonstrating your creative talent in providing sound and music for a wide range of media (video, film, video games), opening up a 360º horizon of possibilities and opportunities for work.

What our students say

“The course is well structured, giving opportunities to explore the field of composition in a very broad way and also focus on particular areas of interest. I have genuinely found it exciting and inspiring to participate and I found the atmosphere just as I hoped: creative, relevant, stimulating, professional and fun.”
Nicola Hutchison, teacher at Hertfordshire College of Music and active multidisciplinary artist

"The MSc Composition course was a real eye-opener as to the many applications of composition, allowing me to produce work far beyond the realms of what I thought possible."
Chris Moorhead, freelance composer for media, and session player

"It has been a life changing experience for me, and that is no overstatement. Your particularly vigorous and passionate dedication to cracking open our own personal artistic consciousness underpinned a revelatory roller coaster ride from which I learned and will continue to learn a great deal."
Alex Simler, instrumental teacher at Hertfordshire Music Services

Careers

Graduates from this programme will be ideally positioned to pursue a career in the thriving field of acoustic/electroacoustic composition and sound design for film, television, and interactive games. You may, in addition, consider positions in music publishing, music journalism and criticism, teaching or you may continue your higher education at doctoral level.

Graduate successes

Sebastien Crossley graduated in 2010, and is currently composing for a new Channel 4 sitcom.

Nichola Hutchison graduated in 2011 and teaches composition at Hertfordshire College of Music. She is also active as a multidisciplinary artist creating A/V installations for galleries.

Chris Barn graduated in 2012 and is composing for the Channel 4 Random Acts series with renowned poet Benjamin Zephaniah.

Edward Abela graduated in 2013, and has composed for several short films for SABB productions, SMMusic Library, and Candie & Bell, amongst others.

2014 graduate Jamie Stonehouse is now working as an assistant composer and audio engineer at media company Urban Soul Orchestra, and has just been awarded a 3-year studentship for doctoral studies at Kent University.

Callum Judd graduated in 2015 and is working as a free lance composer for a variety of commercial projects, including a documentary on Japan.

Teaching methods

Lecture, seminars and tutorials are typically scheduled over two consecutive days a week, plus some extra sessions for particular workshops, performance, recording, as necessary. In addition to scheduled sessions, students are expected to engage in continuous self-directed study and studio practice.

Structure

Core Modules
-Creative Economies
-Major Study:Music Projects
-Music, Media and Production (Discourse/Reflection)
-Practice 1:Soundtrack and the Cinematic
-Practice 2: Soundtrack in Digital and Interactive Media
-Research and Enquiry

Optional
-Creative Economies (Online)
-Research and Enquiry (Online)

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The MSc in Human-Centred Interactive Technologies is a full-time, one-year taught course that is intended for students seeking a professional career related to human-computer interaction, user experience, usability or related fields or those wishing to pursue research in the area. Read more
The MSc in Human-Centred Interactive Technologies is a full-time, one-year taught course that is intended for students seeking a professional career related to human-computer interaction, user experience, usability or related fields or those wishing to pursue research in the area. The course is intended for students who already have a good first degree in a computer science or an appropriate discipline related to human-computer interaction or have equivalent industrial experience. The course covers a range of topics associated with designing interactive systems for good usability and enhancing the user experience. The course has been specifically designed for students wishing to specialise in the design and evaluation of interactive technologies.

The MSc Human-Centred Interactive Technologies course was updated for October 2016 entry. The course had been running successfully for eight years, but in that time the landscape of interactive systems has changed considerably, with the growth of iPhones and apps and the introduction of tablet computers. We have also responded to feedback from students who have asked for more integrated modules and more opportunities to practice interaction design.

Course Aims
The aims of the course are:
-To provide a specialist education in the theories of and methods for designing and evaluating interactive technologies
-To provide an opportunity to engage in a rigorous and scholarly manner with a range of current research topics around designing and evaluating interactive technologies
-To provide practical experience of designing and evaluating interactive technologies
-To develop the skills necessary to conduct research, particularly with users, into the design, engineering or science of interactive technologies
-To provide experience of undertaking a sizeable individual project, on a subject related to research in human-centred interactive technologies
-To prepare students for entry into research degrees or industry-based projects

Learning Outcomes
A fundamental objective of the course is to provide students with a sound theoretical knowledge and practical experience of the skills essential to the design and evaluation of interactive technologies. Having completed the course, students will be able to understand theories of the design of interactive technologies and critique individual technologies from a theoretical viewpoint. In particular they will be able to:
(a) choose appropriate methods for empirical investigations for the design, prototyping and evaluation of interactive technologies, including both quantitative and qualitative methods

(b) plan and undertake a range of empirical investigations of existing or proposed interactive technologies at all stages of the development lifecycle

(c) analyse, draw conclusions from and present the results of such investigations, and

(d) conduct a range of expert and theoretical analyses of interactive technologies to investigate their usability, accessibility and appropriateness for different user groups.

Graduates completing the course will be equipped to play leading and professional roles related to the designed and evaluation of interactive technologies in industry, commerce, academia and public service. The MSc in Human-Centred Interactive Technologies is also intended to provide a route into a PhD or research in this rapidly expanding field.

Project

The dissertation project undertaken by students over the summer is carried out individually, which might involve collaboration with another organisation. A collaborative project is still supervised by a member of the Department.

Projects are worth 50% of the total mark for the MSc. Examples of previous projects include:
-A Gesture Language for Interaction with Art and Cultural Artefacts in Museums
-Analysis of WCAG 2.0 Techniques and Remote Evaluation by People with Visual Disabilities
-Cultural issues in design of online banking websites: a Chinese case study
-Evaluating Human Error through Video Games
-Have the Same Image in Mind? Investigation of Personas in Web Design
-Inattention and Immersion in Video Games
-Measuring User Experience of Mobile Phones: a Study with Retrospective Protocol and Emotion Word Prompt List
-The Application of Game Mechanics to a Virtual Learning Environment
-The Design and Evaluation of NHS Pharmacy Dispensing Computer Software
-Using User-Generated Content as Discourses on the Gaming Experience

Careers

Here at York, we're really proud of the fact that more than 97% of our postgraduate students go on to employment or further study within six months of graduating from York. We think the reason for this is that our courses prepare our students for life in the workplace through our collaboration with industry to ensure that what we are teaching is useful for employers.

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This is the only degree which offers students the opportunity to specialise as a translation expert in audiovisual translation and in the translation of popular culture. Read more
This is the only degree which offers students the opportunity to specialise as a translation expert in audiovisual translation and in the translation of popular culture.

Who is it for?

This course is for you if you:
-Are interested in popular culture, films, TV, literature, comics or graphic novels
-Love languages, other cultures and their differences
-Are interested in translation and want to learn about systematic decision-making
-Know about translation and want to specialise
-Have an amateur or fan background in translation and want to become a professional
-Have studied foreign languages, linguistics, literature, media, film, theatre, drama or cultural studies.
-Are looking for a thorough grounding in the theory and practice of translation.
-Want to gain an insight into professional practice in audiovisual translation or in literary translation.

The course aims to make students fit for the market as properly trained and highly qualified translation experts.

Objectives

This course:
-Provides you with training in audiovisual translation techniques.
-Uses industry-standard software for subtitling, dubbing and voice over.
-Specialises in the translation of children’s literature; crime fiction; science fiction and fantasy; comics, graphic novels, manga and video games.
-Introduces you to the different conventions and styles associated with popular culture in its varied forms and genres.
-Focuses on the specifics of genre translation and how these shape translation decisions.
-Provides a theoretical framework for the practical application of translation, working with a wide range of source texts from different popular genres and media.

The course:
-Aims to give you a secure foundation in theoretical strategies underpinning and supporting the practice of translation.
-Develops your awareness of professional standards, norms and translational ethics.
-Works closely with professional translators and the translation industry helping you to develop a professional identity.
-Has optional modules in dubbing, translation project management, screenplay translation and publishing.

Placements

There are no course-based placements on this course. Literary translation does not offer placements, while audiovisual companies offer internships which are competitive.

We support and guide our students through the application process for audiovisual translation internships and have a very good record of achievement. Each year, several of our students win one of these very competitive internships and they tend to be offered full time work on completion.

The course is very industry-oriented and we work closely with the translation industry. Industry professionals teach on the course, supervise students or give guest seminars and lectures.

Academic staff have run Translation Development courses, for example in genre translation for professional translators for the Chartered Institute of Linguists, and they are involved in running Continuing Professional Development courses in specialised translation.

We run a preparatory, distance learning course for the professional Diploma in Translation examined by the Chartered Institute of Linguists. We organise a Literary Translation Summer School each July which is taught by professional, literary translators and with lectures by prestigious translators, academics or writers.

The Translation department runs the John Dryden Translation Competition for the British Comparative Literature Association. The competition is sponsored by the British Centre for Literary Translation and the Institut Français. We offer one internship per year in working on this Translation Competition, interacting with translators, translation judges, managing competition entries and learning about the judging process.

Teaching and learning

The course is taught by academics, industry professionals (for example, audiovisual translation project manager) and translation professionals (for example, award winning literary translators, experienced subtitlers).

Teaching is delivered in a combination of lectures, seminars, practical workshops and lab-based sessions for audiovisual translation. In workshop sessions students work individually, in pairs, group work or plenary forum in a multilingual and multicultural environment.

In all translation modules, there is also a translation project prepared in independent guided study under the supervision of a translation professional in the student’s language pair and language directionality. You can expect some on-line learning, supported by seminar sessions, and industry visits to audiovisual translation companies.

In the Translation project management module, students work in project groups performing real-life translation roles and tasks in a collaborative environment.

Assessment

Assessment is 100% coursework – there are no examinations.

Coursework assignments are a mixture of essays, translation projects, translation commentaries, subtitling and voice over files or project work. The dissertation is 12,000 to 15,000 words long and can either be a research project on any topic relevant to Audiovisual Translation or Popular Literary Translation / Culture or it can be practice oriented: a translation of an extended text or AV clip with critical introduction to and analysis of the translation.

Coursework assignments: 66.6% (120 credits)

Dissertation: 33.3% (60 credits)

Modules

There are five compulsory taught modules plus three elective taught modules, selected by the student from a pool of module choices, plus a dissertation which can be a research dissertation or a practice-oriented dissertation of an extended translation with critical introduction and analysis.

Each taught module is an estimated 150 hours of study. Teaching consists of lectures, seminars and workshops plus independent individually supervised work.

The first part of the translation modules is taught in three-hour sessions (lecture + seminar + practical workshop). In the second part of each translation module, students work on a translation project which is individually supervised by a translation professional who gives written feedback on drafts and provides tailored advice and guidance in individual supervision sessions.

Students can expect between ten and 12 hours of classroom-based study per week, plus time spent on preparatory reading, independent study and research, preparation of assignments.

The dissertation is 60 credits and an estimated 600 hours of study. There are four two-hour research method seminars guiding students through the process of writing a dissertation, plus individual supervision sessions.

All taught modules are in term 1 and term 2 (January – April). Term 3 is dedicated to the dissertation (and completion of assignments from term 2 modules).

Core modules
-Principles and practice of translation theory (15 credits)
-Translating children’s literature (15 credits)
-Subtitling (15 credits)
-Translating crime fiction (15 credits)
-Translating science fiction and fantasy (15 credits)

Elective modules - choose three:
-Principles of screenwriting and the translation of screenplays (15 credits)
-Creating and managing intellectual property (15 credits).
-Dubbing and voice over (15 credits)
-Translation project management (15 credits)
-Translating multimodal texts (comics, graphic novels, manga, video games) (15 credits)
-International publishing case studies (20 credits)

Dissertation - 60 credits
-Dissertation option A (discursive/research)
-Dissertation option B (extended translation with critical introduction and analysis)

Career prospects

The degree is designed to produce graduates who are fit for the market, either working in translation agencies / companies or as a freelancer, addressing the need for properly trained and highly qualified translation experts.

Career options come in a wide range of jobs in the translation industry, ranging from self-employed translator, staff translator or localisation expert to editor, researcher or project manager.

Recent graduate destinations include: video game testing and localisation at Testronic Laboratories; video game translation at Sega; Dubbing, subtitling and voice over at VSI London; translation at the World Health Organisation; project management at Maverick Advertising and Design and at Deluxe Media Europe; freelance translator creative and literary texts.

The degree also lays the foundation to continue to a research degree / doctoral study in any area of translation studies. Currently, graduates from the course are pursuing doctoral study at City, specialising in crime fiction translation.

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Why study at Roehampton. A professionally-oriented course offering students a wide range of contacts in industry in the UK and abroad. Read more

Why study at Roehampton

  • A professionally-oriented course offering students a wide range of contacts in industry in the UK and abroad.
  • A flexible course that allows students the option to either develop a range of translation skills or focus particularly on those they wish to pursue.
  • The course is part of the European Masters in Translation network, recognised by the European Commission as a course of excellence and can lead to further opportunities in doctoral research.
  • Roehampton is ranked best modern university in London (Complete University Guide 2018) and the most research-intensive modern university in the UK (Research Excellence Framework 2014).

Course summary

The MA in Audiovisual Translation is an internationally leading course in its field, recognised by the European Commission as a European Masters in Translation.

This international leading programme addresses the growing demand for translators with skills in translating audiovisual texts. It covers a range of areas, including subtitling, accessibility (subtitling for the deaf and hard of hearing, audio description and live subtitling), multimedia localisation, dubbing and voice-over for films. The programme is open to bilingual students wishing to work between different languages, but it also welcomes monolingual English-speaking students.

This programme places significant emphasis on accessibility in the media and offers a grounding in translation theory and research methods. Through your work with dedicated software and high-tech industry-standard equipment, you will equip yourself with the skills necessary to enter the professional market and the knowledge to pursue further research in this field.

You will be taught by staff who are experts in their field and influence the policies of organisations such as OFCOM. They will bring their professional experience into the classroom, meaning you will always be benefiting from the most up-to -date research and practice.

Roehampton’s location in London means you are ideally situated, as the city has established itself as one of the main centres for translation in the world. Work placements opportunities are also available on the course; in addition to putting the skills you have learnt on the course into practice, you'll also learn valuable new ones, build a strong CV and make vital industry contacts.

Content

This course covers the theoretical and the practical aspects of audiovisual translation. During the course you will address the main theoretical issues shaping translation today and understand how these theories relate to the practice of translation. You will also explore the broad range of approaches to translation, including, but not limited to: linguistic, socio-linguistic, cultural, cognitive, descriptive, gender and postcolonial. You will also gain the practical skills of translation you will require for a career fit for the 21st century. You will learn how to subtitle, to translate for dubbing and voiceover, and/or to provide captioning for the deaf and the hard-of-hearing.

IT skills are central to a translator's work, so we offer a module on ‘Translation Tools’ that will familiarise you with some of the tools you will be using in your professional life. These include terminology databases, translation memory tools, and other computer assisted translation systems.

Other optional modules currently include ‘The Localisation of Video Games’, where you will examine the principles and practices of localisation in the area of multimedia interactive entertainment software. You will gain the practical experience of working with the various types of materials that make up the localisation process, including in-game, user interface, interactive subtitles, online help, voice-over, manuals, packaging, graphics files and official websites.

You will complete your MA with a dissertation, which allows you to apply your understanding, knowledge, analytical, conceptual and personal skills to an in-depth investigation of a translation-related topic.

Modules

Compulsory modules (MA & PGD)

  • Translation Theory and Practice Module code: AST040L730A 
  • Subtitling: Concepts and Practice Module code: AST040L748A 

Optional modules (MA & PGD)

  • Translation Tools Module code: AST020L734S 
  • Dubbing and Voice-over Module code: AST020L741S
  • Media Access: Audiodescription, Subtitling for the Deaf and Respeaking Module code: AST020L742S
  • Translation Project Module code: AST020L743S
  • Accessible Filmmaking: Theory and Practice Module code: AST020L744
  • The Localisation of Video Games Module code: AST020L747S 
  • Transnational Cinemas from the Multiplex to the Web Module code: FSC020L004S

Compulsory module (MA students only)

  • Dissertation Module code: AST060L775Y

Career options

Students go on to careers in a broad range of media companies and broadcasters, subtitling companies, translation and localisation providers, and production houses with in-house translation teams.

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Why study at Roehampton. This pioneering MA is for students with a multilingual background who want to work in a creative international environment. Read more

Why study at Roehampton

  • This pioneering MA is for students with a multilingual background who want to work in a creative international environment.
  • Choose between undertaking a research based dissertation and working with a cultural institution as part of a work placement.
  • You can pick modules from a variety of creative subject areas including journalism, film and media.
  • Roehampton is ranked the best modern university in London (Complete University Guide 2018) and the most research-intensive modern university in the UK (Research Excellence Framework 2014).

Course summary

This brand new MA is perfect for multilingual students who want a career in the creative industries.

In our cosmopolitan global culture talented people with multilingual skills are increasingly sought after by the creative industries. In this trailblazing MA you will have the opportunity to combine your language and translation skills with the study of London’s vibrant creative industries.

On the programme you will use your language skills and first-hand experience of different cultures to explore new territory in and around the use of languages. You will reach beyond the traditional role of translation and localisation by studying how these disciplines are applied in the creative industries, paying particular attention to the practical application of these skills in a professional environment.

You will be introduced to the emerging area of transcreation, which refers to the creative process of altering messages so they are suitable for the target local market, while maintaining its original intent, tone, style and context, and how this is used within creative industries such as arts, advertising, entertainment and marketing.

London’s rich cultural scene is central to this MA and a series of visits to festivals, studios, cinemas and galleries are incorporated into the programme, giving you the opportunity to engage first hand with the many different cultural institutions the capital has to offer. There is also the opportunity to undertake a work placement, meaning you can build a strong CV and make vital industry contacts.

In addition you will be able to study modules from a wide range of creative disciplines from the Department of Media, Culture and Languages, including audiovisual translation, film, media and journalism.

Content

In the module Think, Create, Translate: Transcreation and the Creative Industries, you will analyse different examples of translation and transcreation which you will compile into a portfolio of work (which you can use as part of your CV) and discuss how multilingualism and multiculturalism are put into practice in a creative environment. You will combine a series of lectures, workshops and group projects with visits to many of London’s cultural institutions including festivals, studios, cinemas and galleries.

In the Cultural Adaptation in the Creative Industries module, you will explore the theory and concepts that underpin practices of transcreation and localisation, drawing on multiple disciplines, including linguistics and audiovisual translation, film, game and television studies, media management and advertising. For instance, you may be analysing localised popular entertainment shows, consider regionalisation in video games and marketing campaigns, or explore localisation from an audience perspective.

There is also a wide variety of options modules on offer on a range of subjects including translation-related fields such as subtitling and videogame localisation, as well as media and communications, project management, and social media and data journalism. You can also choose between undertaking a research based dissertation and working with a cultural institution as part of a work placement.

Modules

Some of the modules on this programme are compulsory and others you can choose from a range of different modules depending on your interests.

Compulsory modules (MA & PGDip) 

  • Think, Create, Translate: Transcreation and the Creative Industries Module code: AST020L724S
  • Cultural Adaptation in the Creative Industries Module code: AST020L725S
  • Screen Cultures of London Module code: FSC040L001A

Optional modules (MA & PGDip)

  • Global Media and Communications Module code: MCS020L013A
  • The Localisation of Video Games Module code: AST020L747S
  • Subtitling: Concepts and Practice Module code: AST020L749A
  • Media Access: Audiodescription, Subtitling for the Deaf and Respeaking Module code: AST020L742S
  • Translation Project Module code: AST020L743S
  • Social Media and Data Journalism Module code: JOU020L420S
  • Accessible Filmmaking: Theory and Practice Module code: AST020L744

Compulsory module (MA students only)

  • Dissertation Module code: AST060L775Y

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This Masters in Commercial Games Development provides students with an intellectual experience of study in the field of games technology. Read more
This Masters in Commercial Games Development provides students with an intellectual experience of study in the field of games technology. Developed and delivered by staff with both technical and commercial expertise, you will be engaged in advanced research and enterprise activity within PlayWest, UWE Bristol's in-house commercial games studio.

Key benefits

Designed to meet the increasing shortage of technically adept games developers and programmers, the course also offers a unique pathway of advanced professional development.

During the course, you will develop a portfolio of live commercial and technical projects, gaining practical experience, academic skills and a deeper awareness of commercial processes.

Course detail

As well as giving equal weight to both the research component and the games development component, the course aims to establish an essential bridge between ground-breaking academic research and the entertainment software industry itself, often overlooked or misunderstood by both.

Modules

• Commercial Games Studio - In this module you will focus on the development of commercial entertainment software products in a real-world industry setting. It will involve working on commercial projects slated for release or stakeholder handover.

• Games Research and Development - Immerse yourself in this rapidly moving stream of innovation, and learn how to deploy new technologies across a range of contexts and emerging application areas. This module forms the basis of a portfolio providing an entry point to research and development within the Games industry and also to academic research and real-world application.

• Dissertation by Research and Development - This is your chance to show your grasp of a complex and specialised area of knowledge, and your software engineering skills, by addressing a research problem with theoretical and methodological approaches.

Format

The two taught modules will use collaborative game development techniques to help you develop both individual technical skills and advanced team working skills.

Staff will be embedded in the activities, leading teams and individuals under industry conditions.

You will use reflective video logs and streaming as effective industry and academic resources. Game jam learning will be used for producing prototypes, strengthening group dynamics and fostering continuing professional development and communities of practice.

Assessment

We will use a variety of assessment tools appropriate to the modules.

For Advanced Games Development, you will submit a portfolio with group and individual vivas.

For the Research and Development for Games module, assessment will be through video development logs, prototypes and a technology research portfolio of academic standard research papers.

Careers / Further study

As well as post-doctoral study and employment in PlayWest itself, the course prepares students for a diverse range of roles within games development (indie and AAA provision), visualisation, virtual and augmented reality, software provision, visual effects, and mobile and app development.

How to apply

Information on applications can be found at the following link: http://www1.uwe.ac.uk/study/applyingtouwebristol/postgraduateapplications.aspx

Funding

- New Postgraduate Master's loans for 2016/17 academic year –

The government are introducing a master’s loan scheme, whereby master’s students under 60 can access a loan of up to £10,000 as a contribution towards the cost of their study. This is part of the government’s long-term commitment to enhance support for postgraduate study.

Scholarships and other sources of funding are also available.

More information can be found here: http://www1.uwe.ac.uk/students/feesandfunding/fundingandscholarships/postgraduatefunding.aspx

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MA Games. at NUA is centred on exploring the exciting territory of games development, enabling you to scrutinize and define your place within this increasingly important economic, commercial and cultural field. Read more

MA Games at NUA is centred on exploring the exciting territory of games development, enabling you to scrutinize and define your place within this increasingly important economic, commercial and cultural field.

The course will accelerate your creative skills, in an institution that has gained an international reputation for innovative practice and artistic excellence in games education. This industry-focused course combines the rigour of studying full-time at Masters level, with the opportunity to apply your knowledge and skills to develop industry standard outcomes.

Seeking to nurture intellectual, personal and professional achievement as a basis for a sustained career, during the course you will be encouraged to develop independent research projects, and to explore professional contexts and opportunities within the field. Through the development of advanced technical skills and an individual creative approach, you will identify your own commercial practice in terms of innovation, market awareness, professional experience and enterprise.

The course provides industry-standard resources in a facility which has been selected as one of only 12 partners worldwide in Sony’s PlayStation®First Academic Development Programme. A core programme of academic workshops and technical sessions support the development of individual research projects and the application of advanced skills.

Creative thinking and innovation are at the core of the MA philosophy and you will engage with students from across the postgraduate community to share opportunities and debate contemporary issues.

We encourage our students to engage in critical discourse through course specific seminars, lectures and critiques; larger NUA symposia such as Dialogues (Fine Art) and Cowbird (Design); and attendance at national and international exhibitions and conferences.

Facilities

Media Lab 1

For digital 3D production. Software includes the ZBrush, Silo, Autodesk Entertainment Creation Suite, Corel Painter and Adobe Creative Suit.

Media Labs 2 and 4

For video capture, edit, production and 2D animation: Adobe Premiere Pro, Maya and Adobe Creative Suite.

Technical Workshops

You will have on-hand support from a team of dedicated workshop technicians. During the course, inductions and training for workshops, equipment and software that is identified as appropriate to your course will be provided.

The Ideas FactoryNUA Incubation Hub

You will work on academic projects with access to the University's digital centre, among start-up digital businesses. The Ideas FactoryNUA is equipped with state-of-the-art media facilities and a Digital User Research Lab.

Digital User Research Lab

User Experience testing facility equipped with specialist Morae tracking software and commonly used games platforms, including bespoke Sony testing equipment.

High Speed Internet

The University's network provides an extremely reliable, high speed and high bandwidth internet connection, enabling national and international collaboration and communication.

NUA Library

The largest specialist are, design and media collection in the East of England including 32,000 books, 1,300 journal subscriptions and 3,000 DVDs.

Applications

The offer of entry onto a Masters Degree (MA) is based on an expectation that you have the potential to fulfil the aims of the course of study and achieve the standard required to successfully complete the award. Entrants should normally have achieved a BA (Hons)/BSc Degree of 2:1 or above (or its equivalent), in a subject related to your proposed course of study.

Applicants who hold a Degree from another discipline may also be considered for entry, subject to the submission of a satisfactory portfolio of art, design or media-related work in support of their application.

The majority of applicants to courses at NUA will be invited to attend an interview. This provides an invaluable chance to meet face-to-face and is the major factor in determining the success of your submission. The interview is an opportunity to assess your work and the suitability of your application and also provides you with a chance to assess NUA’s staff, campus and facilities and ask questions. The key focus of your application process is on your portfolio. Some courses may require additional entry requirements or passes in specific subjects.

  • Complete the application form, including a well-prepared and considered 500 word statement indicating your intentions for MA study. The form should be word-processed not hand-written.
  • Detach the Reference Form and forward to your chosen referee with a request to complete and return to NUA at the address indicated.
  • Email the completed form to: or post to Admissions, Norwich University of the Arts, Francis House, 3 – 7 Redwell St, Norwich, NR2 4SN
  • We will endeavour to contact you within two weeks of receiving your application and reference from your nominated referee. If your application is acceptable we will arrange a date for interview.

For further information on this course, please visit our website - MA Games.



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The MA Games Enterprise is an innovative new course that will give you the opportunity to develop design, production and enterprise skills. Read more
The MA Games Enterprise is an innovative new course that will give you the opportunity to develop design, production and enterprise skills. It builds upon the existing successful teaching at undergraduate degree level within this subject area that has produced award-winning game developers, SMEs, artists and designers.

The course is aimed at those who wish to expand their existing skills and develop their practice within an environment that functions as a small development company, but who also wish to tailor their learning to their own specialism. Using proven industry simulation techniques and collaborative practices, this course emulates team-based activity as used within the industry. As part of the course you will develop a game project that has robust documentation, detailed business strategy and, of course, a game to be proud of.

See the website http://courses.southwales.ac.uk/courses/1559-ma-games-enterprise

What you will study

Each module will use industry standard project management software, such as Trello, Github and BaseCamp where appropriate, which will also facilitate the capturing of developmental evidence for development and research journals.

Selection of modules include:
- Design and Aesthetics
- Technology and Engine
- Contexts and Market
- Playtesting, Prototyping and Evaluation
- Major Project

Common Modules:
The Faculty understands the importance of a strong grounding in research knowledge and skills, enterprise and innovation as part of a balanced postgraduate education.

We also recognise that each student has different requirements of their postgraduate experience.

You can choose to study one of the following three, 20 credit common modules. Each of these has a different focus, enabling you to select the module that will be most beneficial to you.

- Creative and Cultural Entrepreneurship:
This module aims to develop your knowledge of the methods to identify, develop and manage enterprise and innovation in the creative sector. It will then help you apply this to your own entrepreneurial project.

- Research and Practice in the Creative and Cultural Industries:
The focus of this module is on the development of research knowledge and skills, while also encouraging critical engagement with approaches to creative practice. You will also explore ideas, debates and issues in the creative and cultural industries.

- Research Paradigms:
This module focuses on research paradigms and their theoretical underpinnings. It also looks at key conceptual tools drawn from a wide range of subject areas relevant to postgraduate research in the creative industries.

PLEASE NOTE: Modules are subject to change.

Learning and teaching methods

The course will be taught through a variety of seminars, discussions and presentations. All staff are active in research, consultancy, or employed within the games industry.

Work Experience and Employment Prospects

Successful graduates will be in a position to apply for roles within games development and also have the skills and knowledge to be able to set up their own start-up companies.

Assessment methods

You will study through a mixture of lectures and seminars. Guest speakers from within the industry will enhance your experience – these might be from within the areas of design, programming, development or enterprise. Towards the end of the course you will produce a final game with accompanying documentation that exemplifies the design process, play testing and evaluation, promotion and enterprise and, in addition, have opportunities to showcase your work towards publishing your final game.

Facilities

Our purpose built ATRiuM Building at our Cardiff Campus features state-of-the-art facilities for audio and video production and editing, graphic design, studio recording and more. The building is an engine room for the next generation of media practitioners and thinkers.

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Learning how to make new discoveries that will contribute to a better understanding of normal and dysfunctional human behaviour and how to influence that behaviour. Read more

Overview

Learning how to make new discoveries that will contribute to a better understanding of normal and dysfunctional human behaviour and how to influence that behaviour.

Have you always wanted to discover what it is that makes people tick? Do you have questions about human behaviour that have not yet been tackled? Whether you are driven by scientific curiosity or are intrigued by the potential for more accurate diagnoses and for effective interventions in health or education, the Research Master’s in Behavioural Science is for you.

See the website http://www.ru.nl/masters/bs

Multidisciplinary approach

At Radboud University, we believe that a multidisciplinary approach is necessary to gain the best understanding of human behaviour. We combine knowledge and research methods from the fields of psychology, educational sciences and communication science. These disciplines are not taught separately but instead are brought together in most of our courses, making our approach unique.

Half of the programme consists of research experience. There are many issues you could tackle and a large research faculty you could work with. For example, there are over fifty staff members at the Behavioural Science Institute. The institute has internationally renowned researchers with expertise in a very wide range of topics. And that's not counting the other top scientists we invite to give workshops.

Why study Behavioural Science at Radboud University?

- Students get substantial hands-on research with a minor and major research project on different topics.
- We teach our students research methods and statistics, which we bring to life by revealing their applications to current hot issues in the field.
- Students are free to choose courses and research topics to create their own unique programme.
- Students can do the internship for their major research project abroad. Financial support for international research internships is available within Radboud University and the Behavioural Science Institute.
- You will participate in group-oriented education and be part of a small, select group of highly motivated national and international students.
- Master’s students are free to use any of the state-of-the-art equipment and labs found on campus, including the Virtual Reality Lab, Observational Lab and eye-tracking equipment.
- We have three Faculty Assistant positions for ambitious students to work alongside their course.
- A majority of our graduates gain PhD and other research positions and many students publish their Master’s thesis in peer-reviewed journals.

Discovering more

Due to our interdisciplinary approach, we accept Bachelor’s students from a wide variety of related fields, like psychology, pedagogy, educational science, biology, artificial intelligence and communication science. Simply put, this programme is for social scientists who want to discover the how and why behind human behaviour.

Quality label

The Master's in Behavioural Science was recently awarded the quality label ‘Top Programme' in the Keuzegids Masters 2015 (Guide to Master's programmes), which indicates the programme belongs to the very best programmes in Dutch Master's education, across the entire range of disciplines.

Our approach to this field

The staff of the Behavioural Science Institute at Radboud University originate from the fields of psychology, educational sciences and communication science. Together they tackle issues regarding human behaviour. We believe that in order to fully understand human behaviour you need to use knowledge from all these fields together instead of separately. For example, looking at a psychological issue from a communication perspective could offer new and valuable insights that will lead to better diagnosis or interventions.

At Radboud University we will not just teach you existing research methods in the different fields. You will also learn to look beyond conventions and combine or adjust methods from other disciplines to enable you to do research that will answer your questions. You will not only become a highly skilled researcher but also an innovative one.

Our research in this field

More than half of the Master’s programme in Behavioural Science consists of research. In the first year you’ll do a minor project in which you choose from a list research themes that are provided by staff members or PhD students.

In the second year, you’ll do a major project in the form of a nine month internship which provides you with the experience - and data - needed to write your Master’s thesis. Most internships are carried out within the Behavioural Science Institute (BSI), working closely with colleagues, many of whom are internationally renowned researchers. However, there is also the option to arrange an internship abroad.

To broaden your scope, we expect you to choose different research themes for the minor and major projects, preferably in different groups within the BSI.

Examples of Major Projects in the field of Behavioural Science
- Differential behaviours of teachers toward boys and girls in science classes
- The role of maternal pregnancy stress and other general children’s health issues
- The recovery potential of within-workday break activities
- The effectiveness of an intervention promoting water consumption via children’s social networks
- The effectiveness of video games to reduce anxiety in children using a randomised controlled trail
- The role of experience on clinical diagnostic decision-making
- Exploring the underlying cognitive mechanisms to learn more about the ability to learn to categorise new face groups

Career prospects

The career prospects of a graduate of Behavioural Science are good; almost 100% of our alumni have a job.

- Skills and knowledge
Besides the necessary theoretical knowledge about behavioural science and training in advanced quantitative data analysis, this programme also offers courses (7 EC in total) that will teach you additional skills that every researcher needs: to understand the ethics of research, to understand the process of academic publishing and grant proposals, and to comment on papers and proposals of others. We also encourage students to participate in workshops, colloquia, symposia and conferences to gain experience in the international academic field of behavioural science.

See the website http://www.ru.nl/masters/bs

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