Cultural policies
Research Topic
Language: English
This is a research topic created to provide authors with a place to attach new problem publications.
Research problems linked to this topic
- What are the most common sources of finance sought by creative businesses? How does this vary across the business lifecycle?
- How can digital demand be better measured to understand meaningful engagement? (i.e engagement that has a social and cultural impact as well as economic impact)
- Which harm prevention interventions are most effective? Which are most cost-effective?
- Primary data collection from gambling users and/or operators to support research.
- What is the demand for private investment from creative businesses? Is this demand being met?
- What are the impacts of playing video games on adults and young people? How does the length of time spent gaming and the type of gaming content affect overall wellbeing and economic performance? How do interactions with other players/individuals in online gaming environments affect wellbeing? A video games research framework is being developed that will set out a comprehensive set of research questions.
- What is the scale of investment in Createch and what skills are needed? What factors are inhibiting/helping Createch growth?
- How can we codify and measure the impact of non-regulatory barriers to trade, such as exchange rates, language, cultural, and geographical barriers?
- What is the effect of targeting increases in particular group participation?
- How do the creative industries compare internationally on their rates of R&D/innovation as a proportion of GVA/GDP and by firm size?
- Which creative businesses are more likely to export and what are the reasons behind different levels of export propensity?
- What are the barriers to entry into the digital market faced by freelance artists and smaller creative organisations? What does research suggest policy could do to help to level up commercial opportunities in the digital market beyond larger institutions and beyond London?
- How can the outputs of R&D be measured for the creative industries, and how can these be used to demonstrate the tangible and intangible value and benefit of investments? What are the enablers and barriers to innovation and R&D?
- How can digital offers impact income streams, support freelance artists/smaller organisations and retain copyright for producers?
- To what extent and how does the UK government’s investment in overseas cultural heritage protection impact on international trade flows between the UK and recipient countries?
- Analyse and explain the most significant risk and opportunity factors that will shape AHT sectors over the next ten years.
- Examine and explain the impact of the Cultural Protection Fund, in particular its contribution to UK cultural diplomacy, soft power and towards The United Nations’ Sustainable Development Goals within the programme.
- What is the prevalence of gambling harm among the population and among specific cohorts? How is that expected to change in the future?
- Which (online) gambling behaviours and operator practices are most harmful and how can these be best mitigated?
- Technical collaboration on data standards and sharing to support research and regulation - establishing precise data categories, format, frequency needed to support evidence-led policy.
- What is the risk level investors place on the creative industries investment and how does this compare to other sectors?
- What are the costs of not addressing these issues/improving youth outcomes?
- Is there an identifiable “lifecycle” of harmful gambling that maps how problem gamblers start and stop? If so, at which points in the lifecycle are interventions most effective?
- Development of longitudinal studies to better understand developing patterns of individual/group harm using rich digital data.