There is also a need to understand the level and type of innovation and R&D activity undertaken by creative businesses, and the impacts this has on growth, trade and societal benefits. We are also interested in how the creative industries are adapting business models and navigating new markets, as well as how these changes affect audiences. MCI wants to better understand the values and future values of the CIs including economic output but beyond this to consider societal delivery, soft power and net zero.
Get in touch with csa@dcms.gov.uk
This question was published as part of the set of ARIs in this document:
Although almost half the world's population and as many as 80% of children in the UK regularly play video games, we still have limited knowledge about how gaming is related to players' mental health. We know that games c...
Funded by: ESRC
Lead research organisation: University of Oxford
The project addresses the impacts of playing video games on mental health and wellbeing, as well as the methods of collecting gameplay data for research purposes.
The digital games market is an enormous and fast-growing industry with extraordinary impact, particularly on young people and increasingly on other segments of the population. The importance of the UK games industry (3rd...
Funded by: EPSRC
Lead research organisation: University of York
The project explores the impact of digital games on society and economy, but does not specifically address the impacts of playing video games on adults and young people's wellbeing and economic performance.
Despite their popularity, science has a limited understanding of video games and their effects on our mental health. This limited understanding is a direct result of several limitations of the method of previous research...
Funded by: ESRC
Lead research organisation: University of Oxford
The project directly investigates the relationship between video game play and mental health, which is a key aspect of overall wellbeing.