Interested in the connection between technology and communication? Study the Master of English and New Media Studies.
In the Master of English and New Media Studies you explore the increasingly important nexus between new media and spoken, written or visual communication in English. The programme culminates in a two-semester research project of an experimental, theoretical, creative or practice-based nature.
Your research project could involve the development of game or transmedia narratives. It could investigate social media or other forms of web communication - including internet memes and fake news - for issues of power and identity, or to identify emerging language trends. It might also examine the use and impact of virtual or augmented reality for language learning and teaching.
One of the following or equivalent with a B grade average or higher in papers at level 7 or above:
In the first part of the programme you complete a number of papers related to English and new media, as well as a paper on research methods to prepare you for your research thesis.
The research thesis is at the heart of this programme.
You could investigate the potential of online virtual worlds or explore complex issues of virtual identity, with many applications, including those for language or literacy learning and teaching. Those interested in translation and interpreting might research the effectiveness of online machine translation tools. More creative-based projects could explore the performative potential of multiplatform transmedia narratives, geo-located augmented reality (AR) sites, games and storyworlds.
Read more about some of the projects our students have worked on.
Isaac explored the ways in which video games can be used to preserve and revitalise obscure Māori oral traditions, like the Tāwhaki myth cycle. A range of narratological and ludological approaches were considered, with the eventual creation of a prototype based on the adventure game genre.
Sarah employed corpus linguistics and critical discourse analysis to analyse popular digital feminist news sites like Jezebel, Bust, and Broadly. The goal of her research was to use these websites as a lens to observe emergent ideological shifts within the feminist movement.
Nick's thesis involved the development of the story, history, dialogue, and other in-game writing for the virtual reality game OrbusVR. In doing so Nick was looking to establish a new language for the MMORPG narrative; one that matches the dynamic, non-linear and interactive nature of the medium.
Caitlin is using the text analysis software Linguistic Inquiry and Word Count (LIWC) to examine how people construct their own and opposing political identities in the anonymous and unmoderated online setting of Urban Dictionary.
Andi’s research involved the design and development of virtual English language educational resources in the totally immersive three-dimensional VR environment of High Fidelity. She also carried out a user evaluation to see how language learners would respond to these resources, and the use of Oculus VR headsets and touch controllers.
Simona’s research involved the design and development of a virtual English language educational space in the totally immersive three-dimensional VR environment of High Fidelity. She also carried out a user evaluation to see how language learners would engage with the space and the use of Oculus VR headsets and touch controllers. This was a collaborative work with Andi Chen.
Angela is researching gender stereotyping towards men who knit and how this influences the way they perform their identities, both online and offline. She is analysing data collected from the Reddit sub thread r/knitting and face-to-face interviews with men who knit.
Marisa is examining game localisation and its effect on intercultural communication in the current technological environment. It will explore the aspect of identity and culture in the gaming industry, as well as the impact this has on individuals and the gaming climate.
Monique is carrying out a multimodal analysis of the images posted by Instagram influencers in order to examine whether there is a statistical correlation between the number of likes a post receives, and the semiotic choices (eg gaze, image act, social distance, size of frame, angle, semiotic space, colour, visual framing) made to construct the image. The goal is to investigate whether certain semiotic choices motivate Instagrammers to follow a particular post.
You will also be prepared for doctoral study.
24 Feb 2020
13 Jul 2020
The information on this page was correct at time of publication. For a comprehensive overview of AUT qualifications, please refer to the Academic Calendar.