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University of Skövde
Digital Narration: Game and Cultural Heritage - Master's Programme
At the beginning of the programme, you will have good opportunities to establish contact with an external client. This client could take the form of a game company, a research project or a public body (e.g. a local, regional or national organisation working with cultural heritage). All courses in the study programme…
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- 29 August 2022
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Overview
At the beginning of the programme, you will have good opportunities to establish contact with an external client. This client could take the form of a game company, a research project or a public body (e.g. a local, regional or national organisation working with cultural heritage). All courses in the study programme can later be incorporated in a project, which will be conducted in collaboration with the same external party. If you should already have embarked on a game project together with other students, you are welcome to incorporate this into the study programme. The focus of your studies The programme begins with a creative project, which is ideally conducted in collaboration with an external client, and the course “Academic Perspectives on Digital Narration and Transmedia”. In parallel with this project, you will study the course “Narratives in New Media as an Area of Research”, where you will learn more about the relevant theories of this research area. The final course of the autumn semester is “Academic Problem Identification in Production in New Media”, where you will take your work to the next level. Working within your area of specialisation, you will perform a needs analysis and produce a prototype in accordance with the client’s wishes. The client is either an actual or a fictitious client, depending on the kind of project you have chosen to work with. In the degree project of the spring semester, you will continue to gain deeper knowledge of theory and methodology – ideally within the project and specialisation you began during the autumn semester. Is this programme suitable for me? Digital Narration: Game and Cultural Heritage is suitable for students with an educational or occupational background in the fields of computer game development, game design, game science and media, or similar. The most important consideration is that you are curious about how games can promote cultural heritage and communicate it to new audiences and generations. It is also helpful if you have an autonomous approach and are open to the discussion of new ideas. Upon completion of your studies Upon the successful completion of your studies, you will be able to work with narration in various forms within the game industry or within other new forms of digital media. An advanced-level academic qualification gives you the skills to enter a growing market and to contribute to innovations within new digital technology and new business opportunities. This programme gives you a Master’s degree in the subject of Media, Aesthetics and Narration, and can be combined with other advanced studies in the field of computer game development at the University of Skövde. There is also the opportunity to continue your studies for an additional year in order to gain a Master’s degree in Information Technology. Research within this field Research within this field is being conducted at the University of Skövde. For more information, please refer to the Information Technology research centre’s website for Media, Technology and Culture.
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Entry requirements
Applying students must have at least a Bachelor’s degree equivalent to a Swedish kandidatexamen of 180 credits, with a major in Media Arts, Aesthetics and Narration, or similar. A further requirement is proof of skills in English equivalent of studies at upper secondary level in Sweden, known as English course 6 / English course B. This is normally demonstrated by means of an internationally recognized test, e g IELTS, TOEFL or the equivalent.
The text is reproduced from the Susa source. Antagningsdata does not map GY11 and GY25 or assess personal eligibility.
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- Skolverket Susa-navet
- Period
- 2022-08-29
- Measure
- Entry-requirement text reproduced from the published Susa data; no personal eligibility assessment is made.
- Population
- Education offering e.uoh.hs.digba.31227.20222
- Last checked
- 2026-09-23T10:37:43.911976+00:00
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- Antagningsdata does not map GY11 and GY25. General and specific conditions are not separated without structured source data.
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About the provider
Sources and data quality
Education facts for the selected offering come from Skolverket Susa-navet.
Retrieved . Published . Times are shown in Swedish local time.
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- Publication version
- 8e217193-f5fa-4778-b085-a4521fd03e8d
- Education identity in the source
- i.uoh.hs.digba.31227.20222
- Offering identity in the source
- e.uoh.hs.digba.31227.20222
- Education-form source code
- HS
- Education code in the source
- DIGBA
- Change time according to the source
- 2022-02-21T12:50:35
The provider, education and education offering are separate identities. Application information should be checked on the official website. Supplementary statistics have not been obtained from this source.