Question group
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
Questions in this group:
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4m With the development of online media to distribute content, is creative content still reliant on a hits-based economic model?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4l What has been effective in supporting businesses to adopt digital technologies? What difference has this made to productivity?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4j How are creative businesses using technology to increase their productivity? Is this through reducing costs, increasing their access to consumers/audiences or increasing the value of their products or services?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4i Are digital markets, including digital intermediation services such as platforms, impacting creator remuneration, and if so how?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4h What are the barriers to entry into the digital market faced by freelance workers and smaller creative organisations, and how do these differ to those experienced by larger businesses?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4g What are the risks and opportunities to creative business growth posed by new technologies, including automation such as the use of AI?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4f What are the factors influencing createch development, and to what extent do they enable or inhibit development?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4e What are the economic returns on investment in R&D in the creative industries? How does this vary by sub-sector and what are the characteristics of creative businesses that maximise returns?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4c How do the creative industries compare internationally on their rates of R&D/innovation as a proportion of gross value added (GVA)/gross domestic product (GDP) and by firm size?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4b What drives creative businesses to invest in R&D, including seeking finance for R&D activity and how does this compare to businesses outside the creative industries?
Department for Culture, Media & Sport, 2026
3.4 Creative Industries and Artificial Intelligence - Creative Industries Research and Development (R&D), innovation, tech adoption and digital consumption
3.4a Which types of R&D activity are carried out by businesses and organisations in the creative industries? How is R&D used to support innovation of new products and processes?
Department for Culture, Media & Sport, 2026
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