Digital Media, Culture and Communication BA

University of York · honours · 3 years · optional placement year · optional year abroad · UCAS 1931course page ↗

ABB at A level; graduates earn a median £24,000 three years on.

Typical A level offer
ABB

85% of entrants came with A levels · 92% stay on after year 1 · York course page, Discover Uni

Year 13 · applying

What do you need to get in?

ABBtypical A level offer

Typical offer — the grades most applicants are asked for. Contextual offer: BBB, for applicants from under-represented backgrounds.

York course page, read 19 September 2026 · Discover Uni entry profile

Who actually got in: 85% with A levels, 5% with other higher education. Based on 30 entrants.
Other qualifications5
QualificationTypical offerRequired subjects
Access30 credits at Distinction and 15 credits at Merit or higher—
BTECDDMDDM We consider a range of BTEC qualifications equivalent to 3 A Levels, or in combination with A Levels or other qualifications. For example: Distinction, Distinction in BTEC Level 3 National Diploma—
IB34 points34 points overall—
T LevelDistinction overall T Level subjects in Accounting; Design and Development for EDistinction overall T Level subjects in Accounting; Design and Development for Engineering and Manufacturing; Design, Surveying and Planning for Construction; Digital Business Services; Digital ProducA in the Core in T Level in Media, Broadcast and Production
Scottish HighersABBBB—
Years 1–3

What do you study?

6compulsory modules in year 1

Compulsory modules this year: social & cultural skills 49% · arts & humanities 18% · digital & ict skills 13% · transversal skills 8%.

Module — one course unit, usually a term or a year long; “core” means everyone takes it. One UK credit is about ten hours of study; a full year is 120 credits.

York course page · optional modules vary by year

Year 1 · 6 core · 120 credits ≈ 1,200 hours
  • Investigating Social Problems
    What you learn (11)
    • explain key sociological and criminological debates relevant to social problems
    • collaborate within a team to investigate a complex social problem
    • apply sociological and criminological concepts to frame a research question
    • select appropriate sources to support investigation of a social issue
    • critically analyse a social problem using relevant evidence
    • organise ideas logically for presentation to an audience
    • present findings clearly using appropriate communication methods
    • reflect on personal development of knowledge and skills gained during study
    • evaluate how acquired skills could be applied to future social problems
    • evaluate different types of data and their suitability for research questions
    • assess ethical considerations associated with different data types
    SOC00011C 20 cr
  • Theorising the Social World
    What you learn (5)
    • explain key concepts and debates in social theory
    • discuss the development of social theory concepts in historical context
    • apply theoretical ideas to analyse the social world
    • evaluate methodological implications of social theory concepts
    • communicate complex social-theory ideas in oral and written form
    SOC00012C 20 cr
  • Living In Digital Cultures
    What you learn (7)
    • explain the concept of digital culture
    • apply the concept of digital culture to analyse everyday life
    • evaluate key theories and perspectives relevant to digital culture
    • apply theoretical concepts to examples of digital culture
    • analyse key features of digital culture using varied sources
    • contextualise lived experiences within digital culture
    • evaluate how digital transformations shape individual lives
    SOC00017C 20 cr
  • Introduction to Media Technologies
    What you learn (10)
    • describe the historical evolution of media technologies
    • explain how humans perceive different types of digital media
    • describe how digital media content is produced and represented
    • describe how digital media content is reproduced for playback
    • explain aesthetic considerations in digital media production systems
    • describe practical applications of production systems in interactive media
    • calculate technical parameters such as sampling rates for digital media
    • analyse storage requirements of digital media systems
    • evaluate the technical quality of digital media content
    • apply industry-standard tools to create interactive media projects
    TFT00020C 20 cr
  • Introduction to Digital Culture
    What you learn (7)
    • identify a wide range of contemporary digital cultural forms and practices
    • evaluate the social and cultural impact of virtual and interactive technologies
    • analyse digital culture from social, technological, cultural and political perspectives
    • identify key debates and authors within digital culture studies
    • apply critical thinking skills to analyse digital culture topics
    • produce a structured academic essay on a digital culture topic
    • construct reasoned arguments to communicate ideas effectively
    TFT00038C 20 cr
  • Story for Interactive Media
    What you learn (7)
    • explain the importance of storytelling in interactive and non-interactive media
    • describe how game mechanics shape interactive storytelling
    • explain the structure of interactive narratives and story worlds
    • describe techniques for character development and dialogue in interactive storytelling
    • identify different forms and traditions of interactive storytelling
    • explain how storytelling techniques convey information to an audience
    • explain how storytelling techniques create emotional engagement with an audience
    TFT00039C 20 cr
Year 2 · 4 core, 7 optional · 80 credits ≈ 800 hours
  • Societies and the Climate Crisis
    What you learn (9)
    • summarise key sociological literature on climate change
    • evaluate the social consequences of the climate crisis
    • evaluate societal responses to the climate crisis
    • apply sociological theory to analyse environmental issues
    • analyse links between climate change and global economic inequality
    • analyse links between climate change, coloniality and injustice
    • collaborate effectively within a team on shared tasks
    • solve problems using structured reasoning approaches
    • communicate ideas clearly in written and spoken form
    SOC00057I 20 cr
  • Popular Culture, Media and Society
    What you learn (7)
    • explain the sociological importance of popular culture spread via modern media
    • critically analyse links between popular culture, media and society
    • generate original perspectives on media and societal relationships
    • collaborate within a team to examine social effects of media and popular culture
    • structure and present ideas clearly to an audience
    • evaluate theoretical and empirical research on popular culture and media
    • synthesise findings from diverse studies into a coherent argument
    SOC00060I 20 cr
  • Questioning Digital Cultures
    What you learn (10)
    • critically examine specific aspects of digital cultures
    • challenge established ideas and perspectives on digital phenomena
    • reflect on personal experience of teamwork with an external partner
    • formulate questions about specific aspects of digital cultures
    • apply relevant resources to develop responses to research questions
    • evaluate differing perspectives on digital cultures
    • contextualise core theoretical ideas from differing perspectives
    • synthesise a range of sources to support analysis of digital cultures
    • analyse the structuring and divisions within digital cultures
    • incorporate project practice as evidence within academic analysis
    SOC00073I 20 cr
  • Digital Media, Power and Social Change
    What you learn (7)
    • evaluate theories of social change critically
    • assess the usefulness of social change theories for understanding digital society
    • apply theories of change to analyse specific digital developments
    • use relevant theoretical approaches to analyse ongoing digital transformations
    • identify connections between digital media change, power and society
    • critique the relationship between digital transformation and power dynamics
    • situate current digital developments within historical and future contexts
    SOC00074I 20 cr
7 optional modules
  • Body and Society
    What you learn (2)
    • explain the role of the body within contemporary sociological theories
    • relate theoretical frameworks to empirical research on the body
    SOC00003H 20 cr
  • Gender Sexualities and Inequalities
    What you learn (8)
    • differentiate theoretical approaches to gender and sexuality
    • evaluate competing frameworks for explaining gender and sexuality
    • explain how social, cultural and historical factors shape gender expectations
    • argue against biological determinism as an explanation for gender inequality
    • identify how gender, sex and sexuality intersect with other social inequalities
    • assess the interplay of structure and agency in bodily decision-making
    • apply theoretical concepts to real-world global case studies
    • critically evaluate conflicting positions on gender and sexuality debates
    SOC00058I 20 cr
  • Social Interactions and Conversation Analysis
    What you learn (8)
    • evaluate the argument that interaction underpins human social life
    • critique major findings from existing conversation analysis studies
    • assess how micro-level analysis contributes to sociological understanding
    • apply conversation analytic methods to analyse original interactional data
    • design a small-scale original research project using conversation analysis
    • produce clear written analysis demonstrating critical academic reasoning
    • present ideas confidently in spoken academic discussion
    • manage own study tasks independently to meet academic goals
    SOC00066I 20 cr
  • Interactive Media and Society
    What you learn (12)
    • evaluate the socio-cultural effects of interactive media
    • describe the historical evolution of media technology
    • explain key developments in social theory over recent centuries
    • explain key developments in cultural studies over recent centuries
    • identify core issues and concepts in media studies
    • identify core ideas in new media theory
    • manage diverse information sources to analyse an interactive media domain
    • synthesise findings into a coherent view of societal impact
    • analyse digital tools and environments critically
    • explain the role of digital environments in contemporary society
    • apply academic research skills to a media studies topic
    • produce written work using appropriate referencing conventions
    TFT00016I 20 cr
  • User Experience Design
    What you learn (10)
    • design an interactive media application
    • select suitable technologies for an interactive media project
    • implement an interactive media application using chosen tools
    • conduct basic user testing studies to assess usability
    • evaluate user experience data to identify usability issues
    • refine an interactive design iteratively based on test findings
    • generate creative concepts for interactive media design
    • apply problem-solving skills to resolve design challenges
    • justify the choice of software tools for a given solution
    • explain ethical issues relevant to designing user experience experiments
    TFT00036I 20 cr
  • GUI Media: Aesthetics and Issues of the Digital Screen
    What you learn (6)
    • describe the historical development of graphical user interfaces
    • explain the role of GUIs in contemporary media production and distribution
    • explain how interface design influences the aesthetics of media texts
    • apply theoretical frameworks to analyse media objects across different media forms
    • evaluate the aesthetic approaches used in digital media objects
    • assess the broader consequences of media aesthetic choices
    TFT00061I 20 cr
  • Disability, Accessibility and Representation in the Creative Industries
    What you learn (7)
    • explain key concepts within disability studies
    • relate disability studies concepts to accessibility and representation issues
    • describe techniques for making creative outputs accessible
    • evaluate strengths and weaknesses of accessibility techniques across media forms
    • critique representations of disabled people in creative works
    • summarise current research and practice trends in disability and accessibility
    • identify potential directions for future research in the field
    TFT00062I 20 cr
Year 3 · 2 core, 9 optional · 60 credits ≈ 600 hours
  • AI in Society
    What you learn (11)
    • explain key concepts in AI ethics
    • describe major debates surrounding ethical use of AI
    • relate ethical issues to AI use in interactive media for end users
    • relate ethical issues to AI use in creative practice for practitioners
    • identify the range of ethical concerns raised by AI in creative work
    • recognise algorithmic bias and injustice in AI-driven creative systems
    • recognise manipulation and discrimination risks in AI creative applications
    • evaluate ethical implications of an AI system using a creative case study
    • assess consequences of an AI-driven creative process on stakeholders
    • participate in discussions on the future of responsible creative AI
    • discuss regulatory approaches to ethical AI in creative practice
    SOC00064H 20 cr
  • Creative Project
    What you learn (10)
    • identify a key topic within digital media and communication
    • devise a portfolio exploring debates and issues on a chosen topic
    • evaluate challenges and issues relevant to the chosen topic
    • produce media content that critically communicates complex ideas
    • design creative and engaging formats for conveying ideas
    • manage an individual project using problem solving skills
    • analyse a self-selected topic within its wider context
    • apply relevant concepts, theories or methods to analyse findings
    • evaluate the limitations of findings and draw conclusions
    • manage time and resources to produce a focused portfolio
    SOC00069H 40 cr
9 optional modules
  • Talk at Work
    What you learn (4)
    • evaluate the significance of social interaction within workplace settings
    • justify the importance of studying authentic workplace talk
    • apply conversation analysis techniques to examine workplace recordings
    • assess research findings for their value in designing workplace interventions
    SOC00002H 20 cr
  • Morbidity, Culture and Corpses
    What you learn (6)
    • evaluate sociological links between death, culture and society
    • apply sociological analysis to interpret the broader relevance of death studies
    • synthesise theoretical and empirical research on mortality
    • collaborate with others to organise and present ideas
    • communicate ideas clearly to an audience
    • reflect on personal strengths and motivations to identify areas for improvement
    SOC00040H 20 cr
  • Crime, Media and Culture
    What you learn (7)
    • explain theoretical perspectives on the links between media, crime and culture
    • describe how media narratives affect diverse audiences locally and globally
    • critique how popular culture and news shape public perceptions of crime
    • evaluate relationships between crime, media representation and cultural change globally
    • analyse visual artefacts using relevant theoretical frameworks
    • produce a critical written analysis of complex ideas
    • present complex ideas clearly in verbal communication
    SOC00058H 20 cr
  • Business and Innovation in Digital Enterprise
    What you learn (8)
    • explain macro-environmental factors affecting digital media products nationally
    • explain macro-environmental factors affecting digital media products internationally
    • analyse the economic conditions influencing media industry practitioners
    • apply creative thinking to practical business decisions within innovation processes
    • collaborate in a team to design a solution exploiting a technological innovation
    • evaluate research findings by synthesising and applying analytical skills
    • produce clear written communication suited to professional contexts
    • deliver clear oral communication suited to professional contexts
    TFT00023H 20 cr
  • Global Producing Contexts
    What you learn (8)
    • evaluate differences in production systems across creative business cultures
    • describe global forces affecting creative production
    • incorporate global production conditions into the design of creative projects
    • adapt promotion strategies for creative projects to global conditions
    • apply co-production models when developing creative projects
    • apply cross-financing models when developing creative projects
    • collaborate with people from different cultures to achieve shared goals
    • apply insights from other cultures to develop original creative ideas
    TFT00032I 20 cr
  • The Future of Story: Storytelling in the Digital Age
    What you learn (9)
    • describe methods used to construct stories through digital media
    • explain how digital technologies have reshaped societal narratives
    • explain how form, production and distribution shape the impact of digital stories
    • critique narrative works produced in computational media environments
    • analyse the narrative structure of computationally generated works
    • evaluate the influence of digital storytelling on contemporary digital culture
    • analyse theoretical texts related to digital storytelling
    • apply theoretical frameworks to the analysis of other media texts
    • write critical analyses of digital storytelling practices and applications
    TFT00063H 20 cr
  • Gaming: Industry and Culture
    What you learn (11)
    • explain core theoretical concepts in video game studies
    • analyse aspects of game culture and the games industry
    • construct arguments about representation issues in games
    • compare competing theoretical approaches to analysing video games
    • examine how game production and consumption processes operate
    • assess how game culture influences society and individuals
    • relate theoretical concepts to practical game development processes
    • evaluate codes and conventions used in digital representations
    • analyse theoretical texts relevant to media studies
    • apply theoretical frameworks to other media texts
    • critique how theory informs digital media production
    TFT00066H 20 cr
  • Speculative Design
    What you learn (7)
    • devise an original speculative or critical design concept
    • apply technical skills to build a working design prototype
    • design a suitable exhibition format for critical design prototypes
    • navigate ambiguous problem spaces using social and cultural insight
    • implement creative methods to realise speculative design concepts
    • identify target audiences for speculative design outputs
    • select appropriate media to showcase design prototypes
    TFT00068H 20 cr
  • AI and its Application to Creative Practice
    What you learn (10)
    • explain current applications of AI across creative media sectors
    • evaluate how AI-driven creative systems affect production workflows
    • evaluate the impact of AI-driven creative systems on end users
    • describe architectures and models used in AI-centric creative systems
    • analyse key AI techniques underlying creative media implementations
    • identify opportunities for new AI applications in creative media
    • design technical architectures for proposed AI-based creative concepts
    • justify the selection of AI techniques for a proposed design
    • critique methodological choices against practitioner and user needs
    • debate differing perspectives on the nature of machine intelligence
    TFT00096H 20 cr

“What you learn” restates each module’s published learning outcomes in our own words, as short skill statements in the same form as the GCSE and A level curriculum, with the help of an AI model; fields of knowledge follow the twelve fields of the knowledge sphere. The university’s module page, linked from each title, is the authoritative description.

After graduating

Where does it lead?

£24,000median pay three years after graduating
Lower quarter£20k
Median£24k
Upper quarter£29k

Median — the middle earner: half earned more, half less. Pay is for graduates of this subject at this university who finished in 2016-18, not adjusted for inflation; based on 165 graduates.

Discover Uni dataset (HESA and Office for Students, CC BY 4.0, contains HESA data); earnings from the Longitudinal Education Outcomes data (Department for Education) · aggregation level 13, 14, 23

Half of graduates earned between £19,500 and £28,500. Five years on, the median is £29,000. 93% were in work or further study 15 months after finishing; 55% of those in work were in professional or managerial jobs.

All outcome figures7
MeasureValueBased on
Continue after year 15% left92%190
In work or study, 15 months on13% studying93%65
Professional or managerial job55%45
Pay 15 months on, median£25,50030
Pay 3 years on, median£24,000165
Pay 5 years on, median£29,000175
Money

What does it cost?

£10,050a year for UK students, 2027/28 entry

Tuition fee loan — paid straight to the university; repayments start the April after you leave, at 9% of income above the threshold. UK fees are capped by government and rise with inflation; placement and study-abroad years are usually charged at a lower rate.

York fees page · source

About £30,150 in fees over 3 years, covered by a tuition fee loan you repay only when earning above the threshold. International students: £27,800 a year (2027/28).

National Student Survey 2025-26

What do students say?

85%agreed the course was good overall (question 26)

NSS — a yearly survey of final-year students at every UK university; 73% of this course’s final year answered. Small groups can swing a lot year to year.

National Student Survey, via Discover Uni · 190 students answered

Highest: 96% agreed on question 20; lowest: 62% on question 14.

All questions26
QuestionAgree
Question 193%
Question 285%
Question 382%
Question 475%
Question 587%
Question 677%
Question 781%
Question 874%
Question 975%
Question 1069%
Question 1180%
Question 1279%
Question 1391%
Question 1462%
Question 1591%
Question 1690%
Question 1780%
Question 1881%
Question 1986%
Question 2096%
Question 2186%
Question 2289%
Question 2386%
Question 2473%
Question 2571%
Question 2685%

Question texts are published by the Office for Students; the dataset carries only the question numbers.

Modules, entry requirements and fees are facts read from University of York’s course page on 2026-09-19 and may change; the university’s page is authoritative. Descriptions are not reproduced. Outcome figures are from the Discover Uni dataset. University of York is a trade mark of the university; sch.today is independent of it.