About this course
Exploring, experimenting and creating experiences and applications in augmented, mixed and virtual realities, projection mapping and sensor-based media.
- The UK's First Immersive Arts postgraduate course exploring storytelling, experience design and development with immersive technology such as Virtual Reality, Augmented Reality and Mixed Reality
- Taught in a city with a long history of innovation across games, film and creative technology (Immersive Economy Report, 2019)
- Dedicated lab spaces and access to a range of production facilities across the Screen School and the Liverpool School of Art and Design. Including a range of specialist VR, AR and MR capture and display technologies and headsets, Green Screen Studios, Projection Mapping
- Software includes Adobe Creative Suite, Unity, 3DStudio Max
- Collaborative Modules run in partnership with leading UK immersive companies
- Looking at the application of immersive content and technology across a range of sectors
"Immersive experiences require novel narrative mechanisms and new language of production... The best technology will not produce the change needed without equal excellence in content production and understanding of immersion as a narrative form."
Creative Industries Review 2017
A recent research symposium held at the Redmonds Building, home of Liverpool Screen School and the MA Immersive Arts programme, explored how researchers, developers and practitioners are approaching the emerging mediums of virtual reality, augmented reality and mixed reality for storytelling. The day included eight panels exploring the diverse ways in which people are engaging with new technologies and speakers included creative writers, theatre makers, game developers, filmmakers, artists, creative coders and a range of disciplines to discuss the immersive storytelling experiences research symposium.
Companies included Marshmallow Laser Feast, Draw and Code, Limbik Theatre, Pilot Theatre, Boom Clap Play, Kinicho, Production Park and Charisma.ai. It also had a number of demos including a 6 metre immersive dome from Igloo Vision and a new spatial computing device called a Magic Leap, that blends the physical world with the digital.
Fees and funding
Home (full-time, per year):
Home (per credit):
International (full-time, per year):
There are many ways to fund postgraduate study for home and international students
The fees quoted at the top of this page cover registration, tuition, supervision, assessment and examinations as well as:
- Library membership with access to printed, multimedia and digital resources
- Access to programme-appropriate software
- Library and student IT support
- Free on-campus wifi via eduroam
Although not all of the following are compulsory/relevant, you should keep in mind the costs of:
- accommodation and living expenditure
- books (should you wish to have your own copies)
- printing, photocopying and stationery
- PC/laptop (should you prefer to use your own)
- mobile phone/tablet (to access online services)
- field trips (travel and activity costs)
- placements (travel expenses and living costs)
- student visas (international students only)
- study abroad opportunities (travel costs, accommodation, visas and immunisations)
- academic conferences (travel costs)
- professional-body membership
- graduation (gown hire etc)
There are many ways to fund postgraduate study for home and international students. From loans to International Scholarships and subject-specific funding, you’ll find all of the information you need on our specialist postgraduate funding pages.
Please be aware that the UK’s departure from the EU may affect your tuition fees. Learn more about your fee status and which tuition fees are relevant to you.
Further your career prospects
LJMU has an excellent employability record with 96% (HESA 2017) of our postgraduates in work or further study six months after graduation. Our applied learning techniques and strong industry connections ensure our students are fully prepared for the workplace on graduation and understand how to apply their knowledge in a real world context.
This degree is aimed at preparing graduates for creative and technical roles in games, marketing, film, design and the arts sector. Successful and motivated graduates of the programme will also receive opportunities to progress to PhD study to develop new and exciting technologies.
Discover the building blocks of your programme
Your programme is made up of a number of core modules which are part of the course framework. Some programmes also have optional modules that can be selected to enhance your learning in certain areas and many feature a dissertation, extended report or research project to demonstrate your advanced learning.
Introducing key theories and practices of immersive storytelling and experience design, drawing upon interdisciplinary fields of research and practice across art, design, performance and technology area. The module explores core concepts, practices and perspectives related to narrative development of immersive experiences and presents a series of theoretical, creative and industry focused lectures, debates, workshops and seminars.
Immersive Arts Lab
You will enhance and develop your skills in a number of immersive technology areas. You will develop a number of prototype applications and concepts across areas such as augmented reality, mixed reality, virtual reality and projection mapping. You will then develop an online portfolio demonstrating the skills you have acquired and your understanding of immersive arts in a variety of contexts.
Research and Proposal
This module develops students understanding of practice-based and theoretical research methods in Immersive Arts, leading to the development of conceptual and critical proposal for an Immersive Arts project.
This module offers an opportunity for students to work collaboratively, in cross-disciplinary teams, on an industry focused project or challenge with an external organisation.
Immersive Arts Project
On this final module you will produce a major Immersive Arts project based on original in-depth research and practice.
Reflections on Professional Practice
This module is designed to allow professionals working in the creative media sector, or those with considerable professional media and creative technology experience, to reflect on the production of their own output and the factors through which it is influenced.
An insight into teaching on your course
Full time students will have a learning commitment of approximately 35 hours with two full teaching days based at the Screen School and School of Art and Design's Mount Pleasant campus.
You will taught using a variety of methods, including workshops, labs, tutorials, seminars, visiting speakers and collaborative projects.
Immersive Arts students will have access to dedicated lab spaces and access to a range of production facilities across the Screen School and School of Art and Design. The final research project for example, will enable you to innovate in develop a practice based immersive experience using this range of fantastic facilities.
How learning is monitored on your programme
To cater for the wide-ranging content of our courses and the varied learning preferences of our students, we offer a range of assessment methods on each programme. Assessment techniques vary from module to module to reflect relevant assessment approaches and the key learning points of each topic.
Assessments on the programme will be conducted using a variety of methods including: proposals, essays, prototypes and creative installations.
Meet the teaching team
It’s a really exciting time to be working at the intersection of creativity, storytelling and technology. Students on this course will be inventing new ways to engage audiences in immersive experiences, learning about the emerging business models of the growing immersive content sector and coming up with new ideas for experiences and applications of immersive storytelling.
What you can expect from your School
Liverpool Screen School is based in the Redmonds Building, in the heart of the bustling Mount Pleasant Campus and Liverpool’s growing Knowledge Quarter. Redmonds is shared by two Schools within the Faculty of Arts, Professional and Social Studies – Liverpool Screen School and the School of Law - and Liverpool Business School, making for a rich blend of student learning experiences. The building is home to high quality lecture theatres and seminar rooms, broadcast studios, news rooms, media production suites, social spaces and a café. Liverpool School of Art and Design is housed in the RIBA award winning John Lennon Art and Design Building in the Mount Pleasant Campus and offers extensive studio spaces, lecture theatres and a dedicated public exhibition space. Both teaching buildings are only a short walk from LJMU’s Aldham Robarts Library, which contains all the resources you will require for your studies, and is open 24 hours a day, seven days a week.
Order your brochure Research
You will need:
- Hons degree 2:2 or above (from art, media, animation, digital design, computer science, performing arts, graphic design, games, UX)
- an academic reference
- applicants are required to submit a sample digital portfolio at the point of application
Applicants who demonstrate professional skills and evidence of achievement in a related area without formal qualifications may also be considered. A CV should be provided at the point of application.
- IELTS English language requirement: 6.5 (minimum 6.0 in each component)
- RPL is accepted on this programme
If you have any specific queries, please contact firstname.lastname@example.org
Application and selection
Securing your place at LJMU
You will apply for the majority of postgraduate courses using our online application form. You should complete the form thoroughly and provide a detailed personal statement which reflects your suitability and aptitude for the programme.
The University reserves the right to withdraw or make alterations to a course and facilities if necessary; this may be because such changes are deemed to be beneficial to students, are minor in nature and unlikely to impact negatively upon students or become necessary due to circumstances beyond the control of the University. Where this does happen, the University operates a policy of consultation, advice and support to all enrolled students affected by the proposed change to their course or module.