Other options

If you study Media and Communication Studies BA at XJTLU you can choose from these options to study at the University of Liverpool on the XJTLU 2+2 programme.

Study   ›  Undergraduate courses  ›   XJTLU 2+2

Media, Data and Society BA (Hons): XJTLU 2+2 programme

Course details

The BA Media, Data and Society is a forward-looking programme that combines standard approaches to studying the media with computational and data-driven methods to address the growing role of data and algorithms in society.

Course overview

The BA Media, Data and Society is a forward-looking programme that combines standard approaches to studying the media with computational and data-driven methods to address the growing role of data and algorithms in society.

This is a new programme and is subject to formal university approval.

Fees and funding

Tuition fees cover the cost of your teaching and assessment, operating facilities such as libraries, IT equipment, and access to academic and personal support.

Tuition fees

All XJTLU 2+2 students receive a partnership discount of 10% on the standard fees for international students. We also offer 50 XJTLU Excellence Scholarships providing a 25% discount on tuition fees to the students that score most highly in stage 2 at XJTLU across the different subject areas. Allocation is based on the number of applications received per programme.

The net fees (inclusive of the discounts) can be seen below.

XJTLU 2+2 fees
2024 tuition fee (full) £22,400
2024 tuition fee for XJTLU 2+2 students (inclusive of 10% discount) £20,160
2024 tuition fee for XJTLU 2+2 students qualifying for Excellence Scholarship (inclusive of 25% discount) £16,800
Fees stated are for the 2024-25 academic year.

Course content and modules

Year 2

On the 2+2 programme, you'll study your third and fourth years at the University of Liverpool. These will be year two and year three of the University of Liverpool's programme of study.

Programme details and modules listed are illustrative only and subject to change.

Compulsory

Communication and Media Research I (COMM207)

Credits: 15 / Semester: semester 1

This module will enhance students’ understanding of academic research in the field of communication and media studies. It is the first of a series of two modules that will equip students with the skills and techniques needed to analyse, execute, interpret, and present academic research. The module will also prepare them for advanced academic projects such as their final-year projects/academic dissertations. This module will introduce students to the basics of academic research – from the key elements in a research study to the difference between primary and secondary, and quantitative and qualitative research. Students will be taught how to write literature reviews and what ethical considerations to bear in mind when designing a research study.

Communication and Media Research II (COMM208)

Credits: 15 / Semester: semester 2

This module will enhance students’ understanding of academic research in the field of communication and media studies. It is the second of a series of two modules that will equip students with the skills and techniques needed to analyse, execute, interpret, and present academic research. The module will also prepare them for advanced academic projects such as their final-year projects/academic dissertations. This module will introduce students to specific quantitative and qualitative research methods for the study of media texts, audiences and producers, continuing on from the semester 1 Research Methods module. These will include textual analysis, content analysis, thematic analysis, discourse analysis; surveys, interviews, focus groups, ethnography; as well as archival research and digital research. Students will also be taught how to formulate research questions, what makes a good student dissertation/final year project and how to communicate their research. They will then be required to prepare research proposals for their final year projects/dissertations.

Digital Media and Data A (COMM225)

Credits: 30 / Semester: semester 1

This module will be of particular interest to students interested in data and how it is collected and used in modern society; in the politics and policy questions around social media; and in the interactions between media, platforms and citizens. It will introduce students to the study of online media and platforms, with a particular focus on ‘big’ social trace data. As well as developing their understanding of how Internet-based media systems work, students will engage with key online political communication policy questions.

Optional

IMMERSIVE MEDIA AND VIRTUAL WORLDS B (COMM211)

Credits: 15 / Semester: semester 2

The second-year module Immersive Media and Virtual Worlds explores the histories, theories, and industries related to the production of immersive experiences, digital technologies and virtual realities and worlds. In particular, the module will focus on video games and cinema.

SOUND, TECHNOLOGY, AND SOCIETY (MUSI241)

Credits: 15 / Semester: semester 2

​This course examines the ongoing relationship between technological development, popular music and the cultures which surround it. Students are introduced to major perspectives on popular music and technology in order to examine social, aesthetic and historical issues.

Introduction to Programming (COMM226)

Credits: 15 / Semester: semester 2

This module introduces the core principles and techniques of computer programming. The emphasis of the module is to develop technical skills in coding, including the use of variables, loops, functions and libraries. Concepts are introduced in a practical and accessible way, and placed within the context of communication and media. The aim of the module is to develop students’ abilities in coding so they can understand better the role of algorithms in society, and are ready for further study in data science and visualisation. By the end of the module, students will have a strong grounding in coding and recognise its role in communication, media and data science.

MUSIC IN GAMING (MUSI273)

Credits: 15 / Semester: semester 1

This module examines the function and design of music in video games (including games-consoles, PCs, and smart-phone ‘apps’). It considers the historical development of music in gaming, the relationship between game-music and technological advance, and the role and function of music in different types of game (and how this dictates compositional choice). This is achieved via a combination of case-study analyses and engagement with appropriate literature and research. Delivery incorporates lectures, workshop/seminars, and directed activity. Assessment incorporates a discursive essay and a portfolio of case-study analyses. The module assumes the study and discussion of case-study examples, but is delivered and assessed in a manner which does not require technical music skills (ie notational literacy or formal analytical method).

Feminist Media Studies (COMM206)

Credits: 15 / Semester: semester 2

This module introduces students to feminist media studies. Throughout the module, they will become familiar with key concepts and debates relating to gender and its interaction with media and cultural practices. The module will refer to a wide range of media, such as television, journalism, and digital platforms to bring to life the character of gender relations in contemporary media cultures, as well as in historical perspective. Students will consider the power relations which characterise media production environments, the gendered nature of representations, and the political contestation of these by feminist activists. The module adopts an intersectional approach, ensuring that gender is considered alongside other identity markers such as race, class, disability and sexuality.

Converged Media and Screen Entertainment B (COMM251)

Credits: 15 / Semester: semester 1

Converged Media and Screen Entertainment B examines key ideas and arguments in the broader field of media industry studies with a view to provide students with wide-ranging account of how the screen industries produce and distribute commercial entertainment within a converged media environment, while operating as part of organizational arrangements and professional practices that separate them from industries with an information focus. The module accounts for the local, national and global dimension of screen entertainment with case studies and examples taken from a variety of geographical contexts and covers a number of industries, mainly film and television, but also with references to games and social medial.

Organised around 4 blocks – Terms of Reference, The Global Spectre of Entertainment, The Production of Entertainment and Entertainment Labour – the module kicks off with some conceptual issues and definitions around what entertainment is and how the landscape in which it is produced and disseminated is defined by media convergence and – increasingly – deconvergence. With these terms of reference accounted for, the second block surveys some key characteristics related to the global nature of screen entertainment: the issues at stake in regulating its circulation across different geographical, political and cultural environments; the ways in which its production tends to be clustered around particular hubs and networks, the ways in which it contributes to global media flows organised around distribution power and the ways it is also disseminated through informal or piracy networks.

After an independent study week that enables students to catch up with reading and prepare for their first assignment, the module continues with a block on the production of entertainment, with an emphasis there being on some of the textual characteristics of entertainment products as these are influenced by marketing and brand integration, by intellectual property management and the increasing reliance on narrative universes and world-building, and by promotional content designed to move swiftly across media platforms and to attract online interaction. Some of these characteristics distinguish clearly entertainment media from media that revolve around information. Finally, the last block deals with issues relating to working in screen entertainment industries, focusing primarily on issues relating to unions and crafts and the ways they try to control entertainment with an environment where the power of the unions has declined as well on issue of diversity in the screen industries work force.

PUBLIC RELATIONS, MEDIA AND DIGITAL SOCIETY (COMM240)

Credits: 15 / Semester: semester 1

This module will explore theoretical perspectives on Public Relations, including critical perspectives on its role in media and digital society and the professional practice of promotional writing, a key skill within and beyond PR. Students will develop understanding of what it means to be a creative professional in the PR industries by learning to organise their time effectively, to produce work to specific briefs and to ensure attention to detail in the delivery of projects.

Introduction to Cultural Studies B (COMM254)

Credits: 15 / Semester: semester 1

Introduction to Cultural Studies provides a foundational understanding of the key approaches, methods and theoretical perspectives in the interdisciplinary field of cultural studies. The module starts with an historical overview of the development of cultural studies and explores its links with related fields such as anthropology, sociology, and everyday life studies. The module is taught in four blocks. Blocks 2-4 are organised around core thematic areas of focus which provide, respectively, an introduction to perspectives in the study of contemporary visual cultures; an introduction to urban cultural studies and the spatial humanities; and critical reflection on ‘future cultures’ and the shifting boundaries that define understandings of ‘nature’ and ‘culture’ in the age of the posthuman and the Anthropocene. Engaging with theoretical perspectives and debates that address a broad range of contemporary issues in the study of culture, media and everyday life, the module draws extensively on ethnographic, text-based and other qualitative methods, with a particular emphasis towards understandings of culture and media as forms of social, embodied and political practice and the everyday ‘doingness’ of cultural experience.

AI and Digital Media (COMM258)

Credits: 15 / Semester: semester 2

In this module, students will learn about Artificial Intelligence algorithms that influence the development of digital media systems and content. Students will critically address key questions around the social, political and economic consequences of online platforms’ use of AI systems and how they are or could be regulated.

Your experience

We are a friendly, close-knit Department with well-established systems to support you to make the most of your abilities. As such, we will get to know you and treat you as an individual, providing support and guidance from your very first day.

Virtual tour

Supporting your learning

From arrival to alumni, we’re with you all the way:

Why study Communication and Media at Liverpool?

  • We have a long-standing reputation for innovative research in media, cultural and communication studies
  • The interest in contemporary communication is at the heart of our enterprise, though always with a focus on how the media deploy their affordances to communicative and social effect
  • There is a strong family-ethos within the department. Personal interaction with our students is at the heart of what we do
  • We have exciting partnerships with industry, arts and key creative venues both in the city and internationally and they collaborate with us as part of the programme offer
  • Ranked 4th in the sector for outstanding (4*) research impact, with 100% of our impact classified as either outstanding (4*) or very considerable (REF 2021)
  • Our programmes address a wide range of questions about the modern media industry, news, communication and social interaction in a lively and creative environment
  • Our internationally-acclaimed research is casting innovative light on many aspects of the discipline and engaging with the very latest topics, such as social media, populism, artificial intelligence, global media events, fake news and online harassment.