Business of the Creative Industries BA
ABB at A level; graduates earn a median £30,500 three years on.
95% of entrants came with A levels · 90% stay on after year 1 · York course page, Discover Uni
What do you need to get in?
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
UCAS tariff points — a points scale for grades: A* = 56, A = 48, so A*A*A = 160. Entrants’ totals include extra subjects.
Other qualifications5
| Qualification | Typical offer | Required subjects |
|---|---|---|
| Access | 30 credits at Distinction and 15 credits at Merit or higher | — |
| BTEC | DDMDDM 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 | — |
| IB | 34 points | — |
| T Level | Distinction 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 Produc | A in the Core in T Level in Media, Broadcast and Production |
| Scottish Highers | ABBBB | — |
What do you study?
Compulsory modules this year: arts & humanities 31% · transversal skills 29% · business & administration 23% · engineering & manufacturing 10%.
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
- Creative Materials
What you learn (8)
- identify key historical milestones across creative media industries
- design a personal reading and research strategy for a creative sector
- evaluate creative content using critical and contextual analysis
- assess target markets and audiences for creative content
- apply knowledge of industry practices and cultural contexts to creative proposals
- incorporate historical and current content-creation forms into own projects
- apply problem-solving techniques to analyse creative industry issues
- collaborate in teams to develop creative content ideas
- Introduction to Screen Production Methods
What you learn (10)
- operate key screen production equipment such as cameras and microphones
- design an initial production workflow considering technical and logistical factors
- manage the recording, editing and mixing stages of content production
- produce content of a standard that engages audiences
- relate technical production choices to creative and editorial goals
- develop a concept for a complete screen programme
- devise a marketing approach for a screen production
- deliver a finished programme through collaborative group work
- explain the importance of teamwork in creative industry production
- contribute effectively to a collaborative production team
- Content Development
What you learn (12)
- evaluate existing creative work to identify strengths and weaknesses
- assess the feasibility of new creative concepts across different media
- research business conditions, markets and audiences relevant to creative industries
- explain how technical resources influence the realisation of creative content
- apply research techniques to generate creative content ideas
- develop creative content using appropriate core production skills
- write a clear proposal tailored to a specific audience or client
- deliver a persuasive verbal pitch to a target audience or client
- collaborate effectively within a team on a shared creative project
- apply industry working practices and ethical guidelines when producing creative content
- identify current content trends across stage, screen and interactive media
- use research methods to keep creative ideas updated with industry developments
- Creative Business Leadership
What you learn (8)
- apply leadership techniques to encourage productive working practices
- analyse workplace or team-working problems using management concepts
- propose solutions to team-working issues based on leadership knowledge
- demonstrate interpersonal communication skills that foster effective teamwork
- identify leadership challenges specific to different creative industry sectors
- differentiate leadership issues across screen, stage and digital media sectors
- apply leadership and teamwork insights to improve creative group projects
- explain how leadership and teamwork relate to storytelling practice
2 optional modules
- Business for Screen
What you learn (8)
- describe business models used in screen creative industries
- identify industrial workflows driving production and distribution of screen content
- explain how public and commercial finance sources shape screen production
- describe how markets and audiences influence screen content decisions
- analyse the business and financial design of existing screen projects
- design a business strategy for an original screen project
- evaluate business strategies in response to new distribution conditions such as streaming
- adapt business strategies to changing market and technology conditions
- Business for Performance
What you learn (7)
- identify key business models underlying live performance production
- describe organisational structures that shape live cultural events
- adapt core business concepts to differing performance contexts
- describe the role of individual creative talent in business success
- describe the role of collective creative talent in business success
- apply leadership techniques to manage creative talent
- coordinate teams producing work for live and screen performance
Year 2 · 4 core, 28 optional · 80 credits ≈ 800 hours
- Creative Business Methods: Finance and the Law
What you learn (7)
- identify the objectives of a creative project across media formats
- allocate financial resources to realise a creative project
- apply financial planning concepts to creative content funding needs
- apply contract law principles to creative industry agreements
- apply copyright law principles to creative outputs
- incorporate financial and legal knowledge into a business plan
- evaluate distinguishing features of creative industry business models
- Creative Business Strategies
What you learn (10)
- identify objectives for a creative business venture
- define strategic routes to achieve business objectives
- combine leadership and creative production knowledge to shape strategy
- apply financial planning knowledge to creative business strategy
- apply insights from sector case studies to new project strategies
- evaluate strengths and weaknesses of business strategies
- apply theoretical concepts to solve practical business problems
- lead a team in realising a creative project
- collaborate cooperatively within a team on creative projects
- present strategic proposals persuasively in writing and speech
- Creative Event Production
What you learn (10)
- apply programming, production and promotion skills to a live project
- relate creative content to its social, political and cultural context
- combine theoretical knowledge with practical skills in a chosen specialism
- resolve practical production problems using creative solutions
- apply management concepts to the design of events
- apply management concepts to the production and promotion of events
- collaborate productively within a group towards shared goals
- accept responsibility for group outcomes under set constraints
- evaluate different approaches to producing events
- critically assess own contribution and the group project outcomes
- Marketing and Branding
What you learn (10)
- design persuasive visual materials for a specific brand or market context
- apply tailored branding and marketing strategies to a given content area
- justify branding and marketing choices using audience or market research findings
- critically analyse case studies from creative industries to inform marketing choices
- refine marketing decisions based on evaluation of industry examples
- assess the allocation of financial and human resources within a marketing campaign
- situate marketing ideas within relevant theoretical and conceptual frameworks
- consolidate marketing strategies through field research and critical analysis
- investigate how emerging technologies support branding and marketing campaigns
- apply transmedia storytelling techniques to marketing communications
28 optional modules
- The Community Music Practitioner
What you learn (7)
- define key terminology used in community music practice
- explain the underlying principles of community music
- reflect on practice by combining theory, experience and critical analysis
- describe the knowledge needed by community music practitioners in a given setting
- identify the skills and behaviours expected of practitioners in a given setting
- analyse own skills, knowledge and behaviours against context-specific requirements
- create a personal professional development plan for a chosen work context
- Promoting the Health and Wellbeing of Musicians
What you learn (9)
- define health and wellness concepts relevant to musicians
- describe how body and mind function or malfunction in musicians
- explain models of behaviour change
- relate behaviour change models to musicians' health and performance
- identify ethical issues relating to music, health and wellness
- discuss influences on one's own health, wellness and performance
- discuss one's role in influencing other musicians' health and wellness
- assess factors affecting musicians' health and performance
- propose strategies to enhance musicians' wellbeing and prevent injury
- Global History and Music of the African Diaspora
What you learn (8)
- explain key terms used to describe diasporic music aesthetics
- describe political and social histories shaping diasporic music regions
- evaluate theoretical concepts such as diaspora and hybridity
- identify different musical forms within the African diaspora
- describe key aesthetic features of various diasporic music styles
- write critically about race and nationalism in relation to music
- synthesise scholarly perspectives on diasporic music traditions
- construct independent critical arguments using academic sources
- Sound Studies
What you learn (8)
- explain key concepts and terminology in sound studies
- illustrate sound studies debates with concrete examples
- critique course material to inform written analysis
- apply course material to practical sound projects
- perform critical listening to analyse sound recordings
- relate aural analysis to broader cultural and social contexts
- evaluate major theoretical frameworks in sound studies
- connect theoretical frameworks to personal experience as sound practitioners
- Music Festival
What you learn (10)
- collaborate with team members to plan a complex project
- negotiate roles and responsibilities within a team structure
- adapt professionally to changing project demands as a team member
- apply specialist creative or technical skills to industry standard
- contribute logistical or promotional expertise to deliver a public event
- record personal contributions and decisions made during a project
- document workflows applied throughout a project lifecycle
- evaluate personal performance against professional industry standards
- assess the overall outcome of a collective project
- identify areas for professional development based on evaluation
- Theatre Texts and Contexts
What you learn (4)
- describe generic, cultural and historical diversity of a performance tradition
- analyse scripts and performances within historical and contemporary contexts
- present analytical findings through discussion and written work
- apply practical techniques to perform demanding scripts
- Writing for Film and Television
What you learn (9)
- identify common narrative structures used in film and television scripts
- apply the three-act structure to script construction
- describe the stages of developing a film or television idea into a first draft script
- explain methods for creating characters within a script
- develop characters through their actions in a script
- identify techniques for pitching story ideas in film and television
- use short-form documents to support story development
- construct individual scenes for a film or television script
- identify the standard form, structure and formatting conventions of scripts
- The Discipline of Genre
What you learn (9)
- explain genre as a critical concept in film and television
- describe how genre differentiates film and television products
- describe genre as a creative framework for production
- identify key characteristics and uses of genre in film and television history
- describe how particular genres have changed over time
- analyse films and television programmes using genre conventions
- analyse the creative possibilities offered by genre structures
- explain the significance of genre in contemporary media production and consumption
- evaluate the institutional function of genre in the film and television industry
- Non Fiction Forms of Film and Television
What you learn (12)
- apply critical and theoretical concepts to analyse non-fiction film and television
- identify key modes of documentary and factual television
- explain how documentary and factual outputs are constructed as narratives
- explain how documentary and factual outputs function as industrial products
- evaluate the impact of historical developments on factual storytelling forms
- explain institutional and industrial contexts of non-fiction film and television
- evaluate how institutional contexts shape production and consumption of factual media
- identify current developments in documentary and factual media production
- interpret the significance of emerging trends in non-fiction film and television
- evaluate the role of factual media in promoting diversity and equality
- research and develop a factual media project
- present a factual project and its rationale in written form
- 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
- Theatre as Industry
What you learn (8)
- apply core processes used in theatre production
- explain current funding models affecting theatre organisations
- describe freelance working practices within the theatre sector
- describe marketing approaches used in the theatre industry
- evaluate own practical work against professional practitioners' methods
- relate practical experience to relevant literature on theatre practice
- explain how professional theatre organisations operate
- compile a portfolio demonstrating readiness for a production role
- Creative Sound and Image Production
What you learn (4)
- describe the stages involved in planning audio or visual effects for screen production
- apply techniques to implement creative sound or visual effects for film and television
- produce detailed technical documentation to support creative and technical outputs
- evaluate production and post-production work using critical reasoning
- 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
- Studio Production
What you learn (7)
- plan preproduction schedules for multi-camera studio shoots
- prepare scripts for circulation to studio production departments
- explain the disciplined practice required of a studio director in rehearsal and recording
- perform a range of technical crew roles in a multi-camera studio production
- describe the technical requirements for gallery directing, camera work and vision-mixing
- explain health and safety requirements applicable to studio production
- describe the post-production process for studio inserts and complete programmes
- Current Issues in Film & Television
What you learn (9)
- describe the current structure of the uk and international film and television industries
- analyse case studies of ethical issues in film and tv production
- research cultural, political and technological contexts of screen production
- evaluate how industrial and technological contexts shape creative and aesthetic choices
- explain debates on power relations, diversity and equality in screen industries
- apply concepts of globalisation and localisation to screen production structures
- apply decolonial theory to analyse national and global screen production
- produce a written essay analysing current issues in film and television
- present a verbal analysis of current issues in film and television
- Current Trends in Theatre: New Writing, New Practices, New Contexts
What you learn (8)
- critique emerging trends in contemporary theatre-making
- situate current theatre practices within their historical context
- evaluate the significance of new developments in theatre practice
- analyse key debates surrounding contemporary theatre-making
- design a short independent research project on a theatre-related topic
- present findings from independent research to an audience
- apply theoretical concepts to analyse performance strategies
- relate theoretical frameworks to audience engagement approaches
- Programming for Digital Media
What you learn (8)
- explain the syntax and semantics of a high-level programming language
- write illustrative code examples using the chosen language
- develop small to medium sized programs using the chosen language
- describe techniques for programming digital imaging, sound and interaction
- apply programming techniques to create digital imaging, sound and interaction features
- explain software design principles for imaging, sound and interface systems
- design a basic program in a high-level programming language
- implement a basic program in a high-level programming language
- Creative Producing
What you learn (7)
- identify good practice in creative producing partnerships from case studies
- apply lessons from partnership case studies to potential own business relationships
- describe how workflow is managed between producers and creative talent
- design an initial strategy for a creative business venture
- identify projects and markets suited to specific creative relationships
- evaluate strengths and weaknesses of creative business relationships
- modify business relationships to align with objectives or market conditions
- Performance Design
What you learn (6)
- describe a range of design processes used in performance
- apply practical skills in a chosen design specialism
- generate an original design concept for a production
- communicate and deliver a design proposal to a deadline
- develop a personal aesthetic approach within a design specialism
- evaluate critically the role of design within performance
- Audio Editing
What you learn (8)
- explain the stages involved in editing audio for different media formats
- describe standard tools used in audio editing software
- describe common techniques applied during audio editing
- outline typical workflows used in professional audio editing
- interpret technical delivery documentation used in audio production
- explain industry loudness standards for audio delivery
- describe ways editing techniques can enhance creative expression in audio
- produce an extended audio edit that meets delivery specifications
- Introduction to Digital Culture
What you learn (7)
- identify a wide range of contemporary digital cultural forms and practices
- evaluate the cultural impact of artificial intelligence and interactive technologies
- identify key debates and authors in digital culture studies
- apply critical thinking skills to analyse digital culture topics
- compose an academic essay on a digital culture topic
- construct a reasoned argument on digital culture issues
- communicate ideas clearly in written or spoken form
- Introduction to Media Technologies
What you learn (9)
- describe the historical evolution of media technologies
- explain how humans perceive different digital media types
- describe how digital media content is produced and represented
- describe how digital media content is reproduced
- describe aesthetic applications of digital media production systems
- describe practical applications of digital media production systems
- calculate technical parameters of digital media systems
- evaluate the technical quality of digital media content
- apply digital media technologies using industry-standard tools
- Approaches to Directing and Design
What you learn (7)
- collaborate proactively with others to meet fixed deadlines
- devise rehearsal strategies suited to a given script and space
- formulate performance strategies appropriate to a given context
- apply unfamiliar directing or design approaches to practical work
- construct a coherent rationale supported by relevant evidence
- present complex creative ideas using standard documentation formats
- organise own time to complete tasks by set deadlines
- Histories and Politics of Theatre-Making
What you learn (2)
- analyse how social and political forces shape historical context and stage portrayal
- compose a structured academic essay presenting a coherent argument
- 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
- Disability, Accessibility and Representation in the Creative
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
- Introduction to the Music Business
What you learn (8)
- explain foundational concepts and theories underpinning the music business
- re-examine current music industry controversies within their historical background
- describe stakeholder value networks and their power dynamics in the music industry
- evaluate major debates on creative labour within the music business
- evaluate the impact of streaming culture on the music business
- explain copyright principles relevant to the music industry
- describe how disruptive technologies reshape music business models
- demonstrate professional skills needed to operate in evolving music business contexts
- TV Research Skills
What you learn (11)
- devise strategies for generating editorially viable TV story ideas
- research factual material to support TV story development
- develop factual stories for television broadcast
- explain how stories adapt in form and content for different formats
- identify and secure contributors for TV programmes
- identify and secure filming locations for TV programmes
- produce professional-standard research briefs for TV production
- write short factual scripts to professional standard
- apply broadcast compliance and legal considerations in TV research
- uphold ethical obligations towards programme contributors
- evaluate how research shapes content across broadcast markets and platforms
Year 3 · 3 core, 20 optional · 80 credits ≈ 800 hours
- Research and Data in the Creative Industries
What you learn (7)
- identify key concepts within existing research literature
- select relevant sources or procedures for a research or business project
- compile a review of literature or data relevant to a scholarly field or business activity
- design data-gathering procedures to address research or business questions
- apply data-gathering procedures to investigate business or marketing questions
- use data to assess the viability of a creative business idea
- apply data to support promotion of a creative business idea
- Group Project
What you learn (9)
- describe key stages in delivering a commissioned project
- apply research and scoping methods to a commissioned project
- design an effective workflow to support creative goals
- apply organisational and business skills to project development
- deliver a pitch presenting ideas to clients and stakeholders
- resolve project obstacles using problem-solving techniques
- lead or delegate within a team to overcome challenges
- evaluate the strengths and weaknesses of a completed project
- derive future improvements from project evaluation
- Individual Project
What you learn (10)
- plan and manage a substantial project independently
- apply appropriate research and practical methodologies to a project
- identify a suitable topic for independent investigation
- formulate a research question or practical procedure to pursue
- apply critical and analytical techniques to answer a research question
- use evidence-gathering and creative or technical methods to investigate a problem
- evaluate existing literature and precedent to contextualise a project
- assess a project's potential for innovation within its industrial context
- present research findings effectively through writing for a target audience
- deliver a compelling oral or visual presentation of research work
20 optional modules
- The Contemporary Opera Industry
What you learn (6)
- evaluate key issues affecting the contemporary opera industry
- describe contemporary approaches to staging and performing opera
- explain the social, political and artistic contexts shaping opera production
- evaluate selected works from the opera repertory
- interpret opera productions as critical and textual works
- compose a persuasive critical analysis of an opera industry topic
- Music Education and Social Justice
What you learn (5)
- discuss key debates on social justice in music education
- explain how social inequalities shape access to music education
- analyse case studies using critical thinking skills from the module
- propose actions to address inequalities in music education
- communicate complex ideas clearly using appropriate formats
- Music Festival
What you learn (9)
- collaborate effectively within a team to plan a complex project
- negotiate roles and responsibilities with team members
- adapt personal contribution to changing project demands while maintaining accountability
- apply specialist creative or technical skills to professional standards
- apply logistical and promotional skills to support an event's delivery
- document individual contributions and decisions made during a project
- record workflows systematically across a project lifecycle
- evaluate personal performance against professional industry standards
- evaluate overall project outcomes to identify development needs
- Theatre Texts and Contexts
What you learn (4)
- describe generic, cultural and historical diversity of a performance tradition
- analyse scripts and performances within historical and contemporary contexts
- present analytical findings through discussion and written work
- apply practical techniques to perform demanding scripts
- 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
- Business & 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
- 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
- Current Issues in Film & Television
What you learn (9)
- describe the current structure of the uk and international film and television industries
- analyse case studies of ethical issues in film and tv production
- research cultural, political and technological contexts of screen production
- evaluate how industrial and technological contexts shape creative and aesthetic choices
- explain debates on power relations, diversity and equality in screen industries
- apply concepts of globalisation and localisation to screen production structures
- apply decolonial theory to analyse national and global screen production
- produce a written essay analysing current issues in film and television
- present a verbal analysis of current issues in film and television
- Creative Producing
What you learn (7)
- identify good practice in creative producing partnerships from case studies
- apply lessons from partnership case studies to potential own business relationships
- describe how workflow is managed between producers and creative talent
- design an initial strategy for a creative business venture
- identify projects and markets suited to specific creative relationships
- evaluate strengths and weaknesses of creative business relationships
- modify business relationships to align with objectives or market conditions
- TV Research Skills
What you learn (13)
- devise methods for generating editorially viable tv story ideas
- research factual story material for television
- develop factual stories into broadcast-ready content
- explain how story form adapts to different editorial formats
- identify suitable contributors for a television story
- negotiate contracts with programme contributors
- identify suitable filming locations for a production
- negotiate contracts for use of filming locations
- produce professional-standard research briefs
- write professional-standard short factual scripts
- apply broadcast compliance and legal requirements to television content
- apply ethical obligations when dealing with contributors
- compare how research shapes content across different broadcast markets
- Advanced Studio Techniques
What you learn (10)
- explain technical principles of vision-mixing and image control
- describe technical principles of studio lighting and sound operations
- apply vision-mixing and image control equipment during live studio production
- operate studio lighting and sound equipment in live or as-live settings
- use studio technologies to realise creative programme ideas
- design techniques to enhance audience engagement in productions
- originate new television or interactive media formats using studio technology
- evaluate the creative and practical application of studio technologies
- collaborate within a technical team to coordinate studio operations
- communicate creative intentions effectively within a production team
- Esports Content Production
What you learn (8)
- describe the historical socio-cultural developments behind competitive gaming
- explain the technological advances that enabled the growth of esports
- evaluate online content ecosystems in relation to shifting audience demand
- assess the impact of emerging technologies on content creation industry needs
- relate existing film, TV and interactive media skills to esports production
- explain how film, TV and interactive media techniques combine to narrate esports matches
- critically evaluate current industry practice in esports production
- explore new techniques and technologies for producing esports content
- 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
- 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
- Current Trends in Theatre: New Writing, New Practices, New Contexts
What you learn (7)
- critique contemporary trends in theatre-making
- situate emerging theatre practices within historical context
- evaluate the significance of new developments in theatre practice
- analyse key debates surrounding contemporary theatre production
- construct detailed arguments on current issues in theatre-making
- present reasoned responses to contemporary theatrical debates
- design an original independent research project on a module topic
- Non-Fiction Forms of Film and TV
What you learn (11)
- apply critical and theoretical concepts to analyse non-fiction film and tv
- explain how documentary and factual programmes are constructed as narratives
- explain how documentary and factual programmes function as industry products
- evaluate the impact of historical developments on contemporary factual forms
- explain institutional and industrial contexts of non-fiction film and television
- evaluate how institutional contexts shape production and consumption of factual media
- identify current developments in documentary and factual media production
- interpret the significance of emerging trends in non-fiction media
- discuss the role of factual media in promoting diversity and public debate
- research and develop a factual media project
- present a factual project and its rationale in written form
- Disability, Accessibility and Representation in the Creative Industries
What you learn (6)
- explain key concepts in disability studies
- describe techniques used to make creative outputs accessible
- evaluate the strengths and weaknesses of accessibility techniques
- critique the representation of disabled people in creative works
- summarise current research and practice trends in the field
- identify future directions for research in disability studies
- Feminism on Screen
What you learn (7)
- apply feminist theories and concepts to analyse film and television
- evaluate historical and contemporary media examples using feminist frameworks
- situate screen examples within relevant feminist debates
- construct an evidence-based argument using diverse media and scholarly sources
- analyse marketing and industry data to support critical arguments
- conduct independent research using academic and primary sources
- present critical analysis effectively in written and spoken form
- 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
- Advanced Producing for Film and Television
What you learn (9)
- identify legal requirements applicable to film and television production
- describe methods to ensure compliance with media production law
- apply project breakdown techniques to plan a production
- create a production budget using appropriate tools
- develop a production schedule using planning tools
- evaluate project ideas and talent selections against creative criteria
- assess audience and market factors when selecting projects
- organise production elements systematically within a project plan
- manage time effectively to deliver a project plan by deadline
“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.
Where does it lead?
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 175 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, 12, 22
Half of graduates earned between £23,000 and £39,000. Five years on, the median is £40,000. 92% were in work or further study 15 months after finishing; 69% of those in work were in professional or managerial jobs.
All outcome figures7
| Measure | Value | Based on |
|---|---|---|
| Continue after year 110% left | 90% | 40 |
| In work or study, 15 months on3% studying | 92% | 100 |
| Professional or managerial job | 69% | 80 |
| Pay 15 months on, median | £28,500 | 60 |
| Pay 3 years on, median | £30,500 | 175 |
| Pay 5 years on, median | £40,000 | 200 |
What does it cost?
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).
What do students say?
NSS — a yearly survey of final-year students at every UK university; 79% of this course’s final year answered. Small groups can swing a lot year to year.
National Student Survey, via Discover Uni · 25 students answered
Highest: 100% agreed on question 1; lowest: 67% on question 24.
All questions26
| Question | Agree |
|---|---|
| Question 1 | 100% |
| Question 2 | 93% |
| Question 3 | 96% |
| Question 4 | 96% |
| Question 5 | 89% |
| Question 6 | 96% |
| Question 7 | 93% |
| Question 8 | 81% |
| Question 9 | 89% |
| Question 10 | 85% |
| Question 11 | 85% |
| Question 12 | 93% |
| Question 13 | 96% |
| Question 14 | 67% |
| Question 15 | 100% |
| Question 16 | 96% |
| Question 17 | 85% |
| Question 18 | 100% |
| Question 19 | 96% |
| Question 20 | 93% |
| Question 21 | 93% |
| Question 22 | 81% |
| Question 23 | 78% |
| Question 24 | 67% |
| Question 25 | 84% |
| Question 26 | 92% |
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.