Interactive Media BSc
ABB at A level.
85% of entrants came with A levels · 85% 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
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: digital & ict skills 48% · arts & humanities 22% · social & cultural skills 11% · language & communication 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
- 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
- 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
- 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
- Developing Interactive Media
What you learn (7)
- apply computational thinking to analyse and solve design problems
- relate system designs to patterns of human behaviour
- implement interactive media designs as working code
- describe principles of software design and engineering for creative media
- develop tested solutions to unfamiliar programming problems
- design solutions using programming abstraction techniques
- communicate technical programming concepts clearly to an audience
- Interactive Media Lab: Concept to Prototype
What you learn (12)
- define interactive media using supporting examples
- justify the definition of interactive media with reasoned arguments
- design a concept for an interactive media application
- sketch the architecture of an interactive media application
- identify the technologies required to build an interactive media application
- assess an interactive media application's usability from a human factors perspective
- evaluate the technological requirements and complexity of an interactive media application
- critique interactive media designs considering human factors and technology
- plan the integration of sensor data into media adaptation
- design a system that adapts media based on sensor input
- explain fundamental technologies underlying interactive media
- communicate technical information clearly in written reports
Year 2 · 3 core, 9 optional · 60 credits ≈ 600 hours
- 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
- 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
- Interactive Media Group Project
What you learn (9)
- apply aesthetic design principles in multimedia production
- apply practical techniques using multimedia production systems
- integrate multimedia production tools into an app development workflow
- apply a modern software development methodology to a project
- collaborate effectively within a team by sharing ideas
- adapt own contributions in response to team feedback
- combine individual contributions into a unified working system
- plan a software application project within a team
- organise and manage team tasks to deliver a software app
9 optional modules
- Introduction to Sound Recording
What you learn (10)
- explain acoustic and psychoacoustic principles underlying microphone placement
- describe electroacoustic principles relevant to microphone selection
- record an acoustic ensemble performing in a reverberant space
- evaluate the quality of an audio recording
- adjust recording techniques to enhance audio quality
- produce an edit map annotated onto a musical score
- apply editing techniques to conceal edit points in a recording
- justify recording process decisions in written form
- reflect in writing on the outcomes of a recording project
- demonstrate independent application of recording and editing skills
- 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
- Web Application Design and Development
What you learn (17)
- design a web application that works across multiple devices
- implement a web application that functions on multiple devices
- apply industry-standard development tools to build web applications
- use APIs and libraries appropriately in web development projects
- design web content structure using information architecture principles
- design visual layout of web pages for varied devices and audiences
- evaluate the usability of a web application against a target market
- assess the overall effectiveness of a web application
- explain principles of web accessibility
- create web applications that meet accessibility standards
- apply problem-solving strategies to web design challenges
- construct an abstract model of a new problem using programming concepts
- produce a tested, functioning solution to a novel problem
- analyse a novel problem to identify its computational requirements
- devise a computational solution to a novel problem
- implement a software system embodying the devised solution
- communicate technical design decisions clearly to an audience
- 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
- 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
- Business for Screen
What you learn (8)
- describe key business models used in screen industries
- describe industrial workflows for developing, producing and distributing screen content
- explain how public and commercial finance sources affect screen production
- explain 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 against emerging industry conditions such as streaming
- adapt a business strategy to respond to changing distribution technologies
- GUI Media: Aesthetics & 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
- Game Design & Development in Real-Time Engines
What you learn (11)
- configure technical components within a real-time game engine
- investigate design principles for 3D game environments
- justify selected design principles against creative objectives
- build a 3D game using a real-time engine
- apply technical and design principles to produce efficient game experiences
- evaluate the quality of externally sourced game assets
- modify external assets for integration into a game project
- critique the player experience delivered by a 3D game
- validate the coherence and engagement of a game design
- create a cohesive 3D experience integrating technical and narrative elements
- implement cinematic techniques to enhance player immersion
Year 3 · 1 core, 8 optional · 40 credits ≈ 400 hours
- Interactive Media Individual Project
What you learn (7)
- devise a solution strategy for an ill-defined problem
- compose a structured written report on an extensive project independently
- evaluate the extent to which the project achieved its aims
- justify the reasons behind the project's success or failure
- define a complex problem within an open-ended project brief
- manage project work independently from planning to completion
- apply relevant technical skills and knowledge to project tasks
8 optional modules
- 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
- 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 & 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
- Advanced Interaction Techniques & Technologies
What you learn (12)
- describe the scientific basis of advanced interaction techniques
- explain how advanced interaction technologies are specified, built and tested
- apply theoretical and practical design principles to interaction technology projects
- combine design knowledge to meet specific user and system requirements
- design a prototype user experience using advanced interaction technology
- build a working prototype applying advanced interaction techniques
- evaluate a prototype's effectiveness in delivering user experience
- create original interactive media concepts using advanced interaction tools
- select appropriate interaction technologies to solve user experience problems
- implement interaction prototypes through programming
- produce media assets to support interactive prototypes
- document the design, build and testing of an interaction prototype in writing
- 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
- Mobile Interaction
What you learn (11)
- identify design challenges arising from mobile and pervasive computing platforms
- describe opportunities offered by mobile and pervasive computing platforms
- explain technologies underpinning mobile computing systems
- build interactive applications on a current mobile platform
- describe legal, ethical and security issues in mobile interactive media
- analyse societal mobile applications using legal and ethical frameworks
- apply technical skills to design mobile device solutions
- apply technical skills to develop mobile device solutions
- create designs that exploit mobile computing platform potential
- evaluate ethical, privacy and security issues in mobile applications
- communicate technical and design reasoning to an audience
- 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
- Game Design & Development in Real-Time Engines
What you learn (11)
- configure technical components within a real-time game engine
- investigate design principles for 3D game environments
- justify selected design principles against creative objectives
- build a 3D game using a real-time engine
- apply technical and design principles to produce efficient game experiences
- evaluate the quality of externally sourced game assets
- modify external assets for integration into a game project
- critique the player experience delivered by a 3D game
- validate the coherence and engagement of a game design
- create a cohesive 3D experience integrating technical and narrative elements
- implement cinematic techniques to enhance player immersion
“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?
Discover Uni has no outcome figures for this course yet.
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 14
All outcome figures2
| Measure | Value | Based on |
|---|---|---|
| Continue after year 115% left | 85% | 35 |
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; 58% of this course’s final year answered. Small groups can swing a lot year to year.
National Student Survey, via Discover Uni · 20 students answered
Highest: 100% agreed on question 1; lowest: 71% on question 25.
All questions26
| Question | Agree |
|---|---|
| Question 1 | 100% |
| Question 2 | 94% |
| Question 3 | 83% |
| Question 4 | 89% |
| Question 5 | 100% |
| Question 6 | 94% |
| Question 7 | 89% |
| Question 8 | 83% |
| Question 9 | 94% |
| Question 10 | 89% |
| Question 11 | 83% |
| Question 12 | 83% |
| Question 13 | 94% |
| Question 14 | 72% |
| Question 15 | 100% |
| Question 16 | 100% |
| Question 17 | 100% |
| Question 18 | 89% |
| Question 19 | 100% |
| Question 20 | 72% |
| Question 21 | 94% |
| Question 22 | 83% |
| Question 23 | 100% |
| Question 24 | 78% |
| Question 25 | 71% |
| Question 26 | 88% |
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.