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Study information

Programme Specification for the 2025/6 academic year

MA Interactive Storytelling Design: Video Games and Beyond

1. Programme Details

Programme nameMA Interactive Storytelling Design: Video Games and Beyond Programme codePTA1EGLEGL22
Study mode(s) Academic year2025/6
Campus(es)Streatham (Exeter)
NQF Level of the Final Award7 (Masters)

2. Description of the Programme

The MA Interactive Storytelling Design: Video Games and Beyond aims to train and educate the next generation of interdisciplinary practitioners with expertise in both the critical/creative and technical delivery of interactive and immersive storytelling. This is concurrent with the increasing interest in interactive, immersive and game-like experiences across a wide range of industries, technologies, cultures and disciplines, which often necessitates an adaptation of traditional perspectives on storytelling to a new set of forms, challenges, and perspectives.

On this MA you will analyse and learn to create your own story-led experiences, and become equipped with the skills to devise, manage, communicate, and deliver your projects publicly. There is a continued and growing need and appreciation for such innovative practitioners, who combine strong theoretical and practical knowledge of narrative with the technical and conceptual grounding of interactive experience design with multiple stakeholders, audiences, and markets.

The three terms of the MA programme begin with a first core module introducing the technical and creative principles of interactive digital storytelling across industries and technologies and will culminate in a final project module in Term 3. Access to a range of module options within and outside the MA programme allows you to customise your pathway in Terms 1 and 2, focussing on the training that most suits your interests and aspirations, or which allow you to explore industries, practices and career options you may not have considered before starting the course. This includes the option of taking modules from Exeter’s existing MA programmes including those on Creativity, Curation, and Publishing.

You will engage in professionalised practice throughout your study, backed by robust theory and research. You will explore ideation, project development and a growing portfolio of technical expertise amongst a community of their peers, leading academics and industry professionals, focussing on the iterative development of a range of experimental prototypes and more-complex projects: each reinforcing vocational skills as well as responding to personal interests and wider social, political and thematic concerns. The programme will offer access to unique co-design teaching spaces such as the Creative Quadrant and will emphasise distinctive styles of learning and development including industry masterclasses, game jams, and user testing. It will also draw on Exeter’s established profile and resources for the study of literature and narrative.

3. Educational Aims of the Programme

The cross-industry, multidisciplinary and market-led approach of this programme capitalises on shared principles of narrative design across a wide range of sectors, including but not limited to: video games, interactive journalism, science communication, education and outreach, hybrid theatre practice, situational games, digital heritage interpretation, expanded and live cinema, interactive documentary, immersive and locative sound work, alternative reality games, TTRPGs, board games, Nordic LARP, ‘serious games’, robotics and what are collectively termed the ‘immersive creative industries’ (VR, MR, AR and XR), amongst others.

The programme aims to train students from a wide range of academic, professional and cultural backgrounds, with a variety of aspirations, in a holistic, practical conception of narrative experience design using digital technologies. Students will then choose to specialise in certain fields and technologies in advance of a final, industry-centric dissertation project, completed either as an individual or as a team.

You may be interested in this MA programme if:

  • You are looking to pursue a career in the games industry as a writer or narrative designer;
  • You are interested in a job with creative technology in a connected industry: for example, heritage interpretation, ‘serious games’, science education and outreach, marketing or events production;
  • You are looking to take these skills into film media, live cinema and expanded cinema, and television production;
  • You are looking to develop hybrid projects such as immersive installations, locative art, interactive theatre or digitally-mediated performance;
  • You are interested in setting up your own creative businesses and studios, or working as independent games developers;
  • You are interested in pursuing individual artistic practice using digital and hybrid storytelling technologies;
  • You are interested in pursuing a research-focussed career or PhD in theories of narrative design or interactive media.

4. Programme Structure

The Interactive Storytelling Design MA is a one-year full-time programme of study at Regulated Qualifications Framework (RQF) level 7 (as confirmed against the FHEQ), or a two-year programme when studied part-time. Part-time students must take EASM199 Foundations and Frontiers before or at the same time as any other modules. EASM203 Interactive Storytelling Project cannot be taken during your first term of studies.

Your programme is also divided into units of study called ‘modules’ which are assigned a number of ‘credits’ totalling 180. If the programme is taken part-time, 60 credits are taken in year 1 and 60 credits plus a further 60 credits (dissertation) are taken in year 2.

5. Programme Modules

The following tables describe the programme and constituent modules. Constituent modules may be updated, deleted or replaced as a consequence of the annual programme review of this programme.

https://www.exeter.ac.uk/study/studyinformation/

The following tables describe the programme and constituent modules. Details at any time may be obtained from the University's Study Information website (see https://www.exeter.ac.uk/study/studyinformation/).

The 180 credit programme comprises 90 credits of compulsory modules and 90 credits of optional modules.

You may choose all your options from the options list below or take up to 30 credits of elective modules credits from outside the programme (subject to availability, timetabling and, where appropriate, the required prerequisites). Modules from MA English Literary Studies, MA Creative Writing, or MA Publishing may be of particular interest, but you may instead elect to take up to 30 credits from the university’s other MA programmes. This would require the approval of your department, as well as the department offering the module.

For further information on the full additional range of modules available to you as part of your option choices, please see the Faculty and University research pages.

Stage 1


The modules we outline here provide examples of what you can expect to learn on this degree programme based on recent academic teaching. The precise modules available to you in future years may vary depending on staff availability and research interests, new emergent areas of study, timetabling and student demand.

 

Compulsory Modules

CodeModule Credits Non-condonable?
EASM199 Foundations and Frontiers 30Yes
EASM203 Interactive Storytelling Project 60Yes

Optional Modules

CodeModule Credits Non-condonable?
EASM202 Beyond the Screen 30No
EASM200 Writing Interactively 30No
EAFM009 Transmedia Adaptations 30No
CMMM003 Gaming in Everyday Life: A Global Perspective 30No
DRAM142 Creative Management 30No

6. Programme Outcomes Linked to Teaching, Learning and Assessment Methods

Intended Learning Outcomes
A: Specialised Subject Skills and Knowledge

Intended Learning Outcomes (ILOs)
On successfully completing this programme you will be able to:
Intended Learning Outcomes (ILOs) will be...
...accommodated and facilitated by the following learning and teaching activities (in/out of class):...and evidenced by the following assessment methods:

1. Analyse, critically examine and produce diverse forms of creative and narrative material across textual, digital, and interactive spaces
2. Demonstrate a conceptual and strategic understanding of the dynamic and evolving industries of interactive storytelling and its technologies and publics
3. Develop critical insight into and employ at an advanced level a variety of specialised professional skills and industry practices relevant to the fields, including technical proficiencies and those related to project management and communicating with audiences
4. Design and oversee a major interactive storytelling project appropriate for a public sphere

A1-3 are delivered through all the modules, and developed in seminars, workshops, critical readings, and practical exercises throughout the programme. Activities will take place in a range of teaching and creative co-design spaces. Taught sessions will balance critical and creative/technical learning, and additional learning resources for each will be provided online in advance to guide your individual technical learning pathway.

Your learning is further developed through engagement with assessments, following guidance from tutors and through feedback on work submitted.

The principles of the learning and teaching activities will reflect the ethos of the programme’s hybrid and innovative learning outcomes. These include:

Contexts Across Industries and Technologies: The programme modules will draw on exemplars and case studies from across a wide range of industries, technologies, global markets and disciplines, allowing students to see the core principles of interactive digital storytelling applied as widely as possible. This will help to broaden their understanding of the interactive media landscape, their career aspirations, and inspire them into unusual collaborations for project work.

Challenge-Based Learning: The programme module will centre on practical design challenges, set by tutors and external mentors and partners, which will provoke students to apply their learning directly. These may take place in scheduled classes, or in a schedule of extracurricular workshops, hackathons and ‘jams’.

A Strong Theoretical Basis: The programme modules, while teaching practical skills, will draw on Exeter’s world-leading research to ground practice in historical, social, political and ethical contexts.

Rapid Ideation & Prototyping: Students will iteratively develop creative concepts across each module, from simple design documentation, storyboards and interaction flows to more involved prototyping using industry-standard tools. Students will latterly develop larger proof-of-concepts, MVPs and finished projects to provide them with a range of material that can be used as a professional portfolio.

The assessment methods are carefully tailored to the programme outcomes. The portfolio assessment of EASM199 supports mixed-methods assessment, and the incremental stages of the portfolio will target key practical and theoretical foundations. EASM199 particularly assesses the diverse knowledge of A1 and A2. EASM203 assesses advanced skills and critical insights (A3) within the context of a major project (A4).

Throughout the programme skills will be assessed through a combination of methods, including, but not limited to, demos, prototypes, presentations, technical tasks, participation in seminars, critical essays and analysis, proposals and pitches, creative portfolio work, and written critical reflection.

Intended Learning Outcomes
B: Academic Discipline Core Skills and Knowledge

Intended Learning Outcomes (ILOs)
On successfully completing this programme you will be able to:
Intended Learning Outcomes (ILOs) will be...
...accommodated and facilitated by the following learning and teaching activities (in/out of class):...and evidenced by the following assessment methods:

5. Identify, evaluate and engage critically and creatively with current research, debates and approaches related to narrative storytelling and its contexts
6. Demonstrate core research skills for the analysis of sources and narratives, including developing independent and effective research methodologies
7. Communicate effectively and construct a coherent argument across oral, written and audio-visual forms.
8. Demonstrate sophisticated creative skills appropriate to different writing formats and their challenges

B5-8 are developed throughout the programme. They are developed through a range of learning activities, such as lectures, seminars, workshops, critical readings, practical exercises, group work, tutorials and reinforced through the range of modules across the programme.

They will culminate in the substantial and independent research skills demonstrated within the EASM203 written portion of assessment.

Throughout the programme skills will be assessed through a combination of methods, including, but not limited to, demos, prototypes, presentations, technical tasks, participation in seminars, critical essays and analysis, proposals and pitches, creative portfolio work, and written critical reflection.

The “case study” element of the EASM199 assessment provides a key opportunity to develop approaches to skills of analysis which will be demonstrated further in the written portion of EASM203. Students also can choose a range of option modules informed by the department’s expertise in more traditional English literature research methodologies, including those relating to narrative analysis and development.

Intended Learning Outcomes
C: Personal/Transferable/Employment Skills and Knowledge

Intended Learning Outcomes (ILOs)
On successfully completing this programme you will be able to:
Intended Learning Outcomes (ILOs) will be...
...accommodated and facilitated by the following learning and teaching activities (in/out of class):...and evidenced by the following assessment methods:

9. Apply advanced digital, information-technology and computational skills in appropriate contexts, and demonstrate the ability to develop a tailored workflow to meet creative challenges, drawing on knowledge of a wide range of tools and possibilities
10. Approach multiple industries in an innovative and self-led manner, drawing on hybrid skills and experience of the stages of design and co-design processes
11. Demonstrate confident skills in self-presentation and communication in both professional contexts and in portfolio work
12. Initiate, plan, and oversee a major project, demonstrating significant project management skills at both short and long timescales

C9-12 are developed throughout the programme. They are developed through a range of learning activities, such as lectures, seminars, workshops, critical readings, practical exercises, group work, tutorials and reinforced through the range of modules across the programme.

Throughout the programme skills will be assessed through a combination of methods, including, but not limited to, demos, prototypes, presentations, technical tasks, participation in seminars, critical essays and analysis, proposals and pitches, creative portfolio work, and written critical reflection.

EASM199 targets a diverse representation of core proficiencies and understandings of hybrid industries (C9 and C10) and EASM203 targets professional self-presentation and communication of skills, in both industry contexts and in portfolio preparation (C11 and C12).

 

7. Programme Regulations

Classification

Full details of assessment regulations for all taught programmes can be found in the TQA Manual, specifically in the Credit and Qualifications Framework, and the Assessment, Progression and Awarding: Taught Programmes Handbook. Additional information, including Generic Marking Criteria, can be found in the Learning and Teaching Support Handbook.

8. College Support for Students and Students' Learning

All students on the MA will have a personal tutor for their entire programme of study. Advice and guidance on your programme can be sought from your personal tutor and programme director, both of whom will offer regular term-time office hours during which they are available for consultation. A pastoral tutoring system will operate with regular communication throughout the programme. Academic support is also provided by module leaders. You can also make an appointment to see individual teaching staff, and you will be assigned an appropriate supervisor to support your final project. The programme also involves guest talks and masterclasses by industry experts.

The programme will include sessions in specific teaching spaces where suitable. The Creative Quadrant (CQ) and the Skydeck are versatile and dynamic spaces designed for creative learning. Playful by design, these spaces prioritise the use of interactive, hands-on processes to foster interdisciplinary problem-solving, iterative innovation, and (design) thinking through practical application. There is a selection of low-fi prototyping materials and tools available for use by staff and students during their sessions.

Useful information and student resources can be accessed via the Exeter Learning Environment (ELE): http://vle.exeter.ac.uk/login/index.php, which has specific information on library skills, essay writing and research skills. For further information about research in our English Department, please see the English Research webpages. Each module you take has its own page on ELE. Resources available for each module normally include sets of lecture slides/notes, resources for self-study, etc.

In addition to a large number of journals and academic works, the University stocks reference and/or for-loan copies of recommended texts. Where possible e-Books and e-Journal subscriptions are purchased to allow internet access for students. Our unique collections of writings and correspondence by authors connected with the South West such as Daphne du Maurier, RD Blackmore, Agatha Christie, William Golding and Ted Hughes supplement research resources held in the University library. Exeter has various specialist film, TV and media related research resources available to postgraduate students. These include the Bill Douglas Cinema Museum (BDCM), which is located on the University of Exeter’s Streatham campus, where the MA is based. The BDCM is the largest film-related archive in the UK outside the British Film Institute. We are the only UK university with a Film Museum on campus. We also have an expansive collection of film, TV and media resources in the Forum Library, including an extensive DVD and Blu-ray collection and substantial scholarly print and digital resources.

On the Streatham campus, where the MA is based, students have access to a range of computer and printer resources, including computer and print and copy spaces within in the Forum Library and the Queens Building. The Queen’s Building is also home to a state-of-the-art Digital Humanities Lab, where students have access to resources include 3D printing, 3D modelling, professional audio recording equipment, and facilities to scan and photograph research artefacts.

The Student-Staff Liaison Committee (SSLC) enables students and staff to participate jointly in the management and review of the teaching and learning provision.

9. University Support for Students and Students' Learning

Please refer to the University Academic Policy and Standards guidelines regarding support for students and students' learning.

10. Admissions Criteria

Undergraduate applicants must satisfy the Undergraduate Admissions Policy of the University of Exeter.

Postgraduate applicants must satisfy the Postgraduate Admissions Policy of the University of Exeter.

Specific requirements required to enrol on this programme are available at the respective Undergraduate or Postgraduate Study Site webpages.

11. Regulation of Assessment and Academic Standards

Each academic programme in the University is subject to an agreed College assessment and marking strategy, underpinned by institution-wide assessment procedures.

The security of assessment and academic standards is further supported through the appointment of External Examiners for each programme. External Examiners have access to draft papers, course work and examination scripts. They are required to attend the Board of Examiners and to provide an annual report. Annual External Examiner reports are monitored at both College and University level. Their responsibilities are described in the University's code of practice. See the University's TQA Manual for details.

(Quality Review Framework.

14. Awarding Institution

University of Exeter

15. Lead College / Teaching Institution

Faculty of Humanities, Arts and Social Sciences (HASS)

16. Partner College / Institution

Partner College(s)

Not applicable to this programme

Partner Institution

Not applicable to this programme.

17. Programme Accredited / Validated by

0

18. Final Award

MA Interactive Storytelling Design: Video Games and Beyond

19. UCAS Code

Not applicable to this programme.

20. NQF Level of Final Award

7 (Masters)

21. Credit

CATS credits

180

ECTS credits

90

22. QAA Subject Benchmarking Group

23. Dates

Origin Date

08/05/2025

Date of last revision