- Psychology in Game Design and Digital Innovation
MSc — 2026 entry Psychology in Game Design and Digital Innovation
In an increasingly digital and immersive world, understanding how people think, feel and behave within interactive systems has never been more important.
This course puts psychology at the centre of digital innovation, equipping you to design evidence-based, human-centred interactive experiences across gaming, education, health and beyond.
5,972+ people have created a bespoke digital prospectus
Why choose
this course?
- Learn to understand and apply psychological science to interactive systems, serious and entertainment games, educational tools and digital innovation – and learn how to design and evaluate engaging experiences grounded in human behaviour.
- Develop core skills in research design, user research, behavioural assessment and ethical design, with optional modules in extended reality and creative gaming topics.
- Use Surrey's research environments and facilities to explore psychological assessment, virtual environments and digital engagement, and apply these ideas in project-based contexts.
- Benefit from the work carried out by Surrey's schools, institutes and research centres, including our Centre for Vision, Speech and Signal Processing, Surrey Institute for People-Centred Artificial Intelligence and Digital World Research Centre, connecting psychological insight with user experience and behavioural design.
- Take advantage of our location in the heart of Guildford, one of the largest gaming hubs in the UK, and our close proximity to London to network and build industry contacts.
We’re preparing you for the future by integrating AI into every course, building digital skills, confidence and creativity that employers value in tomorrow’s workplace.
Statistics
1st in the UK
Psychology is ranked 1st in the UK for overall student satisfaction in the Postgraduate Taught Experience Survey 2025
97%
Of our psychology masters graduates are in employment or further study within 15 months of graduating (Graduate Outcomes 2025, HESA)
What you will study
This course combines psychological theory with applied methods to prepare you to analyse, design and evaluate interactive experiences. You won’t be expected to learn programming; instead, you’ll focus on why people interact with digital systems the way they do and how to measure and improve that interaction.
Core themes include:
- Motivation, emotion, cognition, attention and social behaviour as they relate to user experience and interactive environments
- How psychological insights inform the creation of immersive and engaging digital experiences that can be beneficial in education, health, behaviour change and research contexts
- Methods for designing and conducting psychological research and user testing, and analysing behavioural data to inform iterative improvement of systems and interventions
- Concepts from gameful design and behavioural science applied to non-game contexts such as learning technologies, digital interventions and assessment tools
- Opportunities to apply your learning to real problems, from playtesting studies and user research projects to evidence-informed design proposals and critical evaluation work.
You can also tailor your studies with optional modules that deepen your understanding of research methods, extended reality applications, creative gaming perspectives and advanced topics in digital experience.
Research
You’ll have the opportunity to learn from our research groups, by participating in discussions about research topics, findings and publications, and benefiting from our links with renowned research institutions across the world. We also have a host of external speakers who visit us and present their work, and a collection of seminars and workshops which allow you to network with like-minded individuals.
You'll also be studying in a department where researchers have published on the positive impact of games on people's lives, including:
- The power of puzzles and LEGO to improve spatial reasoning in children, a fundamental skill for STEM subjects
- Acquiring the skill of perfect pitch in adulthood
- Trialling the use of animated virtual reality to reduce mental health stigma.
Facilities
Our psychology facilities will give you access to the latest equipment, including a six-room virtual reality suite to simulate real-life scenarios and two observation labs. You’ll also have access to an extensive library of psychometric and clinical tests, 20 bookable project rooms, a breakout space, equipment lockers and a computer lab.
The structure of our programmes follows clear educational aims that are tailored to each programme. These are all outlined in the programme specifications which include further details such as the learning outcomes:
Modules
Modules listed are indicative, reflecting the information available at the time of publication. Modules are subject to teaching availability, student demand and/or class size caps.
The University operates a credit framework for all taught programmes based on a 15-credit tariff, meaning all modules are comprised of multiples of 15 credits.
Course options
Year 1
Semester 1
Compulsory
Design of games and digital experiences benefit from the study of psychology due to the need to understand the mental functioning of the users. This module is about developing the knowledge and skills to adopt psychological principles and findings in the design of games and digital experience. We will review the cognitive, emotional, motivational, and social aspects of the human mind relevant to game mechanics, and investigate why certain games are more engaging than others.
View full module detailsThis module explores how gameful design, leveraging elements such as challenge, feedback, narrative, and progression, can motivate and sustain engagement across non-game contexts, including education, research, therapy, fitness, and marketing. Students will learn to design, critique, and prototype systems that foster meaningful engagement by applying psychological theories of motivation and user-centred design.
View full module detailsOptional
This module equips students with the skills to design and undertake academic research in psychology, in preparation for developing their own dissertations. The module will cover key aspects of research design, including literature review, forming hypotheses, ethical conduct, and study design and methods, both quantitative and qualitative. Students will propose a study design; implement the study via small-scale data collection and analysis; and present and discuss the findings in an individual research report.
View full module detailsThis module introduces students to the core principles and practices of qualitative research and provides the skills needed to design, conduct, and critically evaluate a small-scale qualitative project. Students will learn a range of qualitative data collection methods and analytic approaches, and will develop an understanding of how these methods are applied within psychological research.The module is suitable for those with little or no prior experience, while also offering opportunities for more experienced students to deepen their knowledge. Advanced captured content on SurreyLearn enables students to explore additional analytic methods, and those with prior experience are encouraged to extend their practical skills by applying a new analytic procedure in their project.Students will also develop reflective skills to consider how their cultural background, social identity, gender, experiences, and prior knowledge influence data collection, analysis, and interpretation. The module prepares students to undertake a qualitative dissertation project, should they choose to do so.
View full module detailsSocial Psychology investigates how our cognitions (thought processes), affective states (feelings and emotions) and behaviours are related to the social world. This module will introduce you to key concepts, theories, methods, and findings in Social Psychology. The course covers core BPS curriculum in social psychology. Through successful completion of this module, students will develop an understanding of Social Psychological topics including: attitudes and behaviours change, social influence, emotions, prejudice and discrimination of minority groups.
View full module detailsThis module provides a foundational introduction to biological psychology. It examines how neuroscientific research informs understanding of brain function, behaviour, and cognition, while requiring students to engage with empirical evidence and scientific communication.The module explores the structure and function of the nervous system across the lifespan, including neural communication, brain organisation, development, ageing, and the biological bases of neurological and psychiatric disorders. Students will engage critically with empirical research in biological psychology and consider how neuroscientific methods are used to investigate brain-behaviour relationships in both typical and atypical functioning.Research methods teaching will introduce key approaches used to measure and study brain function, with an emphasis on the interpretation, evaluation, and communication of neuroscientific evidence. Through the assessment strategy, students will also develop advanced scientific communication skills and critical awareness of the role of artificial intelligence (AI) tools in the interpretation and presentation of research.
View full module detailsThis module will provide students with knowledge, skills, and practical experience of advanced research methods and design. It emphasises a critical and creative approach to evaluating research methods and design and applying them to scientific questions. It will support the development of novel, theoretically significant, rigorous, and impactful research proposals.
View full module detailsExtended reality (XR) technologies are increasingly adopted to create more immersive and interactive experience in games, training and education, healthcare and psychology research. This module will provide students with an understanding of these technologies and their practical applications to address human needs. Students will develop hands-on experience in creating XR-enhanced experiences. No extensive coding experience is required.
View full module detailsSemester 2
Compulsory
This course is a lab-based/practical course intended to get students to use the freely available Jamovi software for data analysis and to understand what they are doing when they use it.
View full module detailsThe design and evaluation of games and digital experiences are continually influenced by technological advancements. This module explores the integration of cutting-edge technologies, such as neural measurements and robotics, within gaming contexts. Additionally, it covers the methodologies of game user research to assess the usability and experiential aspects of games and digital experience.
View full module detailsOptional
Gaming has existed as a mode of play and expression since the earliest times of human existence. In the latter part of the 20th and into the first two decades of the 21st Century (the period we will focus on with this module), there has been a vast expansion of the forms, modes and technologies employed in gaming and game play.Out of wargaming and board gaming practices (and often the interfaces of these) in the post-World War II era, increasingly complex and sophisticated character and narrative focussed Role-Playing Games (RPGs) developed as well as other narrative forms that connect gaming with interactive textuality, such as gamebooks, Collectable Card Games, online interactive fiction, video games and multi-player online gaming platforms. There has been, in the early 21st century, additionally, a large increase in the number of board games being produced and played, while wargaming also remains an active and vibrant aspect of gaming culture.An aspect of gaming that has sometimes fallen short, in 'quality' terms, though, is the writing that underpins both the rules systems and the 'story' component of games (background, character, description. narrative, dialogue, terminology, etc.) This is perhaps unsurprising as games have been primarily written by gamers rather than professional writers; many of these, of course, go on to develop their writing skills and become accomplished writers in their own right. More and more, though, creative writers are specifically incorporated into the game design and realisation processes (for both analogue and virtual gaming environments) to improve the quality of the gaming experience.In this module students will receive an overview of the gaming field and examine aspects of this that specifically pertain to writing for games. What approaches work well for games and gaming modes? How are these different from writing for and in other forms and media? What writing skills are particularly useful? Do we have the freedom to write outside of limiting industry constraints and models? What are the new forms of writing practice that are emerging in relation to games and gaming?Students will also have the opportunity to interact with and critique game-focussed AI text and narrative generation engines (such as AI Dungeon) in the classroom. We will also be interested in analysing games and gaming critically as cultural objects, and situating them within the broader context of contemporary cultural and literary theory. This is not a module that will teach students how to code and/or produce and design video games (or, indeed commercial analogue games). We will touch on aspects of game design, game production, gaming studies, critical digital studies, etc., but the focus for this module will be on writing creatively for games: writing gaming.Expert guest speakers from the gaming and independent gaming industries will be included in the teaching provision for this module.If students have specific coding, visual art or musical/sound art skills that they would like to bring to their exercises and assignments, they can certainly draw on these skills, but if they don't, that is completely fine - none of these are required for this module.In each seminar we will first spend some time discussing the set texts and the techniques and standpoints employed by writers and other artists, before moving on to the workshop part of the session where students will produce work in accordance with the task set for that week, within and outside of the classroom. We will read and discuss a selection of pieces at the end of each class. This process will help students grow in confidence, both in presentational terms and in terms of delivering and receiving feedback on their work, in a safe and supportive setting.In addition, each week there will be a scheduled 2-hour gaming session where students will gather to explore individual and collaborative gaming in practice. Different approaches to gaming will be proposed each week, or students can opt to work during this time on longer gaming experiences and projects.At the end of the semester students will produce a creative portfolio of gaming writing, alongside a critical commentary reflecting on the creative work produced and using theories, concepts and practices studied on the module, OR an academic critical essay examining some aspect of writing for games OR a Game Demo alongside a critical commentary reflecting on the demo produced and using theories, concepts and practices studied on the module.Possible submissions for the creative portfolio include online interactive fiction (e.g. Twine, Squiffy), a gamebook text, a tabletop game text (board game, card game, wargame, Role-Playing Game), a game demo, a game setting, a game system, Game Design Documentation (GDD) for a proposed game, a 'creative essay', gaming portfolio as creative essay, a zine, a website for a game, a creative or critical podcast and/or play-through of a game etc.This module connects to other contemporary literature modules on the programme where the emphasis is on 20th and 21st Century approaches to creating and examining literatures and our cultural responses to them.As a hybrid creative writing and English literature module, it also makes up part of the creative writing pathway in the degree, connecting to a wide variety of creative writing modules offered as part of the programme.
View full module detailsAdvances in digital technology are relevant to behaviour change research and practice in three ways: helping behavioural scientists to develop a more sophisticated understanding of human behaviour, enhancing the design and delivery of behaviour change interventions, and shaping everyday behaviours in its own right. This module seeks to explore the contribution that digital tech has made, and continues to make, to understanding and changing behaviour. Students will be introduced to cutting-edge research and practice across a range of tech domains, such as machine learning, Big Data, digital addiction, and digital behaviour change applications. Students will be introduced to a range of disciplinary perspectives, theories and concepts relating to digital technology, and will develop the skills and knowledge required to apply these to behaviour change research and intervention contexts for maximum effectiveness.
View full module detailsThis module will provide an introduction to the major topics and issues within cognitive psychology. This will be done through a series of lectures and research based workshops, which will provide student with an opportunity to integrate their developing knowledge of cognitive psychology with practical skills relating to cognitive research methods.
View full module detailsThis module explores key theories, methods, and findings in social and cognitive development across the lifespan. It integrates theoretical understanding with critical evaluation skills, enabling students to analyse and critique developmental research. Through lectures and seminars, students develop the ability to evaluate studies and propose new research, while gaining insight into how development is shaped by social, cultural, and individual differences.
View full module detailsSemester 1 & 2
Core
It is a requirement of the University that taught postgraduate programmes include a dissertation and/or major project module. For this module, students will conduct their own piece of empirical research in an area relevant to their Masters course under the supervision of a member of the academic staff. For the assessment, students will write either a qualitative or mixed-method research report of a comparable length to a published single-study journal article.Overall student workload: 600 hoursThis includes 12 hours of tutor supervision. These hours will include development of theoretical framework, aims and hypotheses, recruiting samples, fieldwork and liaison with key personnel as appropriate, data recording and analysis, interpretation and writing up. Specific times for these subsections cannot be given as they vary from project to project.
View full module detailsOptional modules for Year 1 (full-time) - FHEQ Levels 6 and 7
Full-time students are required to complete, in addition to the year-long Dissertation, four modules per semester: Two compulsory modules and two optional modules in each semester.
Students MUST select PSYM130 or PSYM147 as one of their optional modules but cannot take both (Semester 1).
Year 1
Semester 1
Compulsory
Design of games and digital experiences benefit from the study of psychology due to the need to understand the mental functioning of the users. This module is about developing the knowledge and skills to adopt psychological principles and findings in the design of games and digital experience. We will review the cognitive, emotional, motivational, and social aspects of the human mind relevant to game mechanics, and investigate why certain games are more engaging than others.
View full module detailsOptional
This module equips students with the skills to design and undertake academic research in psychology, in preparation for developing their own dissertations. The module will cover key aspects of research design, including literature review, forming hypotheses, ethical conduct, and study design and methods, both quantitative and qualitative. Students will propose a study design; implement the study via small-scale data collection and analysis; and present and discuss the findings in an individual research report.
View full module detailsThis module will provide students with knowledge, skills, and practical experience of advanced research methods and design. It emphasises a critical and creative approach to evaluating research methods and design and applying them to scientific questions. It will support the development of novel, theoretically significant, rigorous, and impactful research proposals.
View full module detailsSemester 2
Compulsory
This course is a lab-based/practical course intended to get students to use the freely available Jamovi software for data analysis and to understand what they are doing when they use it.
View full module detailsThe design and evaluation of games and digital experiences are continually influenced by technological advancements. This module explores the integration of cutting-edge technologies, such as neural measurements and robotics, within gaming contexts. Additionally, it covers the methodologies of game user research to assess the usability and experiential aspects of games and digital experience.
View full module detailsOptional modules for Year 1 (part-time) - FHEQ Levels 6 and 7
Part-time students are required to complete two modules per semester from the available modules, in addition to the year-long Dissertation in the second year.
Students MUST select PSYM130 or PSYM147 as one of their optional modules but cannot take both (Semester 1).
Year 2
Semester 1
Compulsory
This module explores how gameful design, leveraging elements such as challenge, feedback, narrative, and progression, can motivate and sustain engagement across non-game contexts, including education, research, therapy, fitness, and marketing. Students will learn to design, critique, and prototype systems that foster meaningful engagement by applying psychological theories of motivation and user-centred design.
View full module detailsOptional
This module introduces students to the core principles and practices of qualitative research and provides the skills needed to design, conduct, and critically evaluate a small-scale qualitative project. Students will learn a range of qualitative data collection methods and analytic approaches, and will develop an understanding of how these methods are applied within psychological research.The module is suitable for those with little or no prior experience, while also offering opportunities for more experienced students to deepen their knowledge. Advanced captured content on SurreyLearn enables students to explore additional analytic methods, and those with prior experience are encouraged to extend their practical skills by applying a new analytic procedure in their project.Students will also develop reflective skills to consider how their cultural background, social identity, gender, experiences, and prior knowledge influence data collection, analysis, and interpretation. The module prepares students to undertake a qualitative dissertation project, should they choose to do so.
View full module detailsSocial Psychology investigates how our cognitions (thought processes), affective states (feelings and emotions) and behaviours are related to the social world. This module will introduce you to key concepts, theories, methods, and findings in Social Psychology. The course covers core BPS curriculum in social psychology. Through successful completion of this module, students will develop an understanding of Social Psychological topics including: attitudes and behaviours change, social influence, emotions, prejudice and discrimination of minority groups.
View full module detailsThis module provides a foundational introduction to biological psychology. It examines how neuroscientific research informs understanding of brain function, behaviour, and cognition, while requiring students to engage with empirical evidence and scientific communication.The module explores the structure and function of the nervous system across the lifespan, including neural communication, brain organisation, development, ageing, and the biological bases of neurological and psychiatric disorders. Students will engage critically with empirical research in biological psychology and consider how neuroscientific methods are used to investigate brain-behaviour relationships in both typical and atypical functioning.Research methods teaching will introduce key approaches used to measure and study brain function, with an emphasis on the interpretation, evaluation, and communication of neuroscientific evidence. Through the assessment strategy, students will also develop advanced scientific communication skills and critical awareness of the role of artificial intelligence (AI) tools in the interpretation and presentation of research.
View full module detailsExtended reality (XR) technologies are increasingly adopted to create more immersive and interactive experience in games, training and education, healthcare and psychology research. This module will provide students with an understanding of these technologies and their practical applications to address human needs. Students will develop hands-on experience in creating XR-enhanced experiences. No extensive coding experience is required.
View full module detailsSemester 2
Optional
Gaming has existed as a mode of play and expression since the earliest times of human existence. In the latter part of the 20th and into the first two decades of the 21st Century (the period we will focus on with this module), there has been a vast expansion of the forms, modes and technologies employed in gaming and game play.Out of wargaming and board gaming practices (and often the interfaces of these) in the post-World War II era, increasingly complex and sophisticated character and narrative focussed Role-Playing Games (RPGs) developed as well as other narrative forms that connect gaming with interactive textuality, such as gamebooks, Collectable Card Games, online interactive fiction, video games and multi-player online gaming platforms. There has been, in the early 21st century, additionally, a large increase in the number of board games being produced and played, while wargaming also remains an active and vibrant aspect of gaming culture.An aspect of gaming that has sometimes fallen short, in 'quality' terms, though, is the writing that underpins both the rules systems and the 'story' component of games (background, character, description. narrative, dialogue, terminology, etc.) This is perhaps unsurprising as games have been primarily written by gamers rather than professional writers; many of these, of course, go on to develop their writing skills and become accomplished writers in their own right. More and more, though, creative writers are specifically incorporated into the game design and realisation processes (for both analogue and virtual gaming environments) to improve the quality of the gaming experience.In this module students will receive an overview of the gaming field and examine aspects of this that specifically pertain to writing for games. What approaches work well for games and gaming modes? How are these different from writing for and in other forms and media? What writing skills are particularly useful? Do we have the freedom to write outside of limiting industry constraints and models? What are the new forms of writing practice that are emerging in relation to games and gaming?Students will also have the opportunity to interact with and critique game-focussed AI text and narrative generation engines (such as AI Dungeon) in the classroom. We will also be interested in analysing games and gaming critically as cultural objects, and situating them within the broader context of contemporary cultural and literary theory. This is not a module that will teach students how to code and/or produce and design video games (or, indeed commercial analogue games). We will touch on aspects of game design, game production, gaming studies, critical digital studies, etc., but the focus for this module will be on writing creatively for games: writing gaming.Expert guest speakers from the gaming and independent gaming industries will be included in the teaching provision for this module.If students have specific coding, visual art or musical/sound art skills that they would like to bring to their exercises and assignments, they can certainly draw on these skills, but if they don't, that is completely fine - none of these are required for this module.In each seminar we will first spend some time discussing the set texts and the techniques and standpoints employed by writers and other artists, before moving on to the workshop part of the session where students will produce work in accordance with the task set for that week, within and outside of the classroom. We will read and discuss a selection of pieces at the end of each class. This process will help students grow in confidence, both in presentational terms and in terms of delivering and receiving feedback on their work, in a safe and supportive setting.In addition, each week there will be a scheduled 2-hour gaming session where students will gather to explore individual and collaborative gaming in practice. Different approaches to gaming will be proposed each week, or students can opt to work during this time on longer gaming experiences and projects.At the end of the semester students will produce a creative portfolio of gaming writing, alongside a critical commentary reflecting on the creative work produced and using theories, concepts and practices studied on the module, OR an academic critical essay examining some aspect of writing for games OR a Game Demo alongside a critical commentary reflecting on the demo produced and using theories, concepts and practices studied on the module.Possible submissions for the creative portfolio include online interactive fiction (e.g. Twine, Squiffy), a gamebook text, a tabletop game text (board game, card game, wargame, Role-Playing Game), a game demo, a game setting, a game system, Game Design Documentation (GDD) for a proposed game, a 'creative essay', gaming portfolio as creative essay, a zine, a website for a game, a creative or critical podcast and/or play-through of a game etc.This module connects to other contemporary literature modules on the programme where the emphasis is on 20th and 21st Century approaches to creating and examining literatures and our cultural responses to them.As a hybrid creative writing and English literature module, it also makes up part of the creative writing pathway in the degree, connecting to a wide variety of creative writing modules offered as part of the programme.
View full module detailsAdvances in digital technology are relevant to behaviour change research and practice in three ways: helping behavioural scientists to develop a more sophisticated understanding of human behaviour, enhancing the design and delivery of behaviour change interventions, and shaping everyday behaviours in its own right. This module seeks to explore the contribution that digital tech has made, and continues to make, to understanding and changing behaviour. Students will be introduced to cutting-edge research and practice across a range of tech domains, such as machine learning, Big Data, digital addiction, and digital behaviour change applications. Students will be introduced to a range of disciplinary perspectives, theories and concepts relating to digital technology, and will develop the skills and knowledge required to apply these to behaviour change research and intervention contexts for maximum effectiveness.
View full module detailsThis module will provide an introduction to the major topics and issues within cognitive psychology. This will be done through a series of lectures and research based workshops, which will provide student with an opportunity to integrate their developing knowledge of cognitive psychology with practical skills relating to cognitive research methods.
View full module detailsThis module explores key theories, methods, and findings in social and cognitive development across the lifespan. It integrates theoretical understanding with critical evaluation skills, enabling students to analyse and critique developmental research. Through lectures and seminars, students develop the ability to evaluate studies and propose new research, while gaining insight into how development is shaped by social, cultural, and individual differences.
View full module detailsSemester 1 & 2
Core
It is a requirement of the University that taught postgraduate programmes include a dissertation and/or major project module. For this module, students will conduct their own piece of empirical research in an area relevant to their Masters course under the supervision of a member of the academic staff. For the assessment, students will write either a qualitative or mixed-method research report of a comparable length to a published single-study journal article.Overall student workload: 600 hoursThis includes 12 hours of tutor supervision. These hours will include development of theoretical framework, aims and hypotheses, recruiting samples, fieldwork and liaison with key personnel as appropriate, data recording and analysis, interpretation and writing up. Specific times for these subsections cannot be given as they vary from project to project.
View full module detailsOptional modules for Year 2 (part-time) - FHEQ Levels 6 and 7
Part-time students are required to complete two modules per semester from the available modules, in addition to the year-long Dissertation in the second year.
Students MUST select PSYM130 or PSYM147 as one of their optional modules but cannot take both (Semester 1).
Teaching and learning
Your teaching will be delivered through a combination of:
- Lectures
- Laboratory-based practicals
- One-to-one supervision
- Online learning
- Seminars
- Tutorials
- Workshops.
You’ll also be expected to carry out independent study, including coursework, essays, reading and research.
Assessment
We use a variety of methods to assess you, including design projects, critical reports, oral presentations, video pitches and group work.
Check individual module information to see full details at a module level.
General course information
Contact hours
Contact hours can vary across our modules. Full details of the contact hours for each module are available from the University of Surrey's module catalogue. See the modules section for more information.
Timetable
New students will receive their personalised timetable during Welcome Week. In later semesters, at least one week before the start of the semester.
Scheduled teaching can take place on any day of the week (Monday – Friday), with part-time classes normally scheduled for one or two days. Wednesday afternoons tend to be for sports and cultural activities.
View our code of practice for the scheduling of teaching and assessment (PDF) for more information.
Location
This course is based at Stag Hill campus. Stag Hill is the University's main campus and where the majority of our courses are taught.
We offer careers information, advice and guidance to all students whilst studying with us, which is extended to our alumni for three years after leaving the University.
Of our psychology graduates are in employment or further study within 15 months of graduating (Graduate Outcomes 2025, HESA).
Graduates from this MSc develop a blend of psychological insight and design thinking that is relevant to the gaming sector and increasingly sought after in areas beyond entertainment games. Career pathways include roles where human behaviour, research and digital experience intersect. Examples include:
- User/UX researcher: evaluating how people interact with digital systems, games, apps and platforms to inform design decisions.
- Behavioural/engagement designer: applying psychological principles to develop motivating and engaging experiences in education, health, wellbeing, or corporate learning.
- Applied game or serious game specialist: designing and evaluating interactive experiences for learning, training, simulation or therapeutic contexts.
- Digital innovation analyst/researcher: working in roles that require evaluation, testing and behaviour-driven research in digital products.
This programme builds core psychological research skills, which is a strong foundation if you’re aiming for further study (e.g. a PhD or clinical/organisational research) or if you plan to tailor your own research to commercialisation in educational, health or applied interactive systems contexts.
UK qualifications
An interest in human behaviour and game design with a minimum of a 2:2 UK honours degree in psychology, product development, art and design, communications and multimedia, game design, computer science, or a recognised international equivalent.
We may be able to take relevant work experience into consideration if you don't meet the typical requirements. If you have at least one year of relevant experience in a full-time graduate-level role (or a minimum of two years’ experience in a relevant graduate-level part-time role) please provide full details of your role and responsibilities in your personal statement and CV when you submit your application.
Applications with other degree subjects, or those without relevant GCSEs, may be considered by the faculty on a case-by-case basis.
English language requirements
IELTS Academic: 6.5 overall with 6.5 in each component.
These are the English language qualifications and levels that we can accept.
If you do not currently meet the level required for your programme, we offer intensive pre-sessional English language courses, designed to take you to the level of English ability and skill required for your studies here.
Credit Transfer and Recognition of Prior Learning
We recognise that many students enter their course with valuable knowledge and skills developed through a range of ways.
If this applies to you, the recognition of prior learning process may mean you can join a course without the formal entry requirements, or at a point appropriate to your previous learning and experience.
There are restrictions for some courses and fees may be payable for certain claims. Please contact the Admissions team with any queries.
Scholarships and bursaries
Discover what scholarships and bursaries are available to support your studies.
Fees per year
Explore UKCISA’s website for more information if you are unsure whether you are a UK or overseas student. View the list of fees for all postgraduate courses.
September 2026 - Full-time - 1 year
- UK
- £10,300
- Overseas
- £22,700
September 2026 - Part-time - 2 years
- UK
- £5,200
- Overseas
- £11,400
- These fees apply to the academic year 2026-27 only. Fees are reviewed annually, and tuition fees may increase for courses running over more than one year.
Payment schedule
- Students with Tuition Fee Loan: the Student Loans Company pay fees in line with their schedule (students on an unstructured self-paced part-time course are not eligible for a Tuition Fee Loan).
- Students without a Tuition Fee Loan: pay their fees either in full at the beginning of the programme or in two instalments as follows:
- 50% payable 10 days after the invoice date (expected to be October/November of each academic year)
- 50% in January of the same academic year.
- Students on part-time programmes where fees are paid on a modular basis: cannot pay fees by instalment.
- Sponsored students: must provide us with valid sponsorship information that covers the period of study.
The exact date(s) will be on invoices.
Additional costs
- General programme related costs such as study materials
- Potential costs involved in conducting independent learning remotely e.g. internet connection etc.
Funding
You may be able to borrow money to help pay your tuition fees and support you with your living costs. Find out more about postgraduate student finance.
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UK applications
Please note that we may have to close applications before the stated deadline if we receive a high volume of suitable applications. We advise you to submit your application as soon as it is ready.
ApplyOverseas applications
Please note that we may have to close applications before the stated deadline if we receive a high volume of suitable applications. We advise you to submit your application as soon as it is ready.
ApplyUK applications
Please note that we may have to close applications before the stated deadline if we receive a high volume of suitable applications. We advise you to submit your application as soon as it is ready.
ApplyOverseas applications
Please note that we may have to close applications before the stated deadline if we receive a high volume of suitable applications. We advise you to submit your application as soon as it is ready.
ApplyAdmissions information
Once you apply, you can expect to hear back from us within 14 days. This might be with a decision on your application or with a request for further information.
Our code of practice for postgraduate taught admissions explains how the Admissions team considers applications and admits students. Read our postgraduate applicant guidance for more information on applying.
About the University of Surrey
Need more information?
Contact our Admissions team or talk to a current University of Surrey student online.
Terms and conditions
When you accept an offer to study at the University of Surrey, you are agreeing to follow our policies and procedures, student regulations, and terms and conditions.
We provide these terms and conditions at offer stage and are shown again at registration. You will be asked to accept these terms and conditions when you accept the offer made to you.
View our generic registration terms and conditions (PDF) for the 2025/26 academic year, as a guide on what to expect.
Disclaimer
This online prospectus has been published in advance of the academic year to which it applies.
Whilst we have done everything possible to ensure this information is accurate, some changes may happen between publishing and the start of the course.
It is important to check this website for any updates before you apply for a course with us. Read our full disclaimer.