Questions from the Department for Culture, Media & Sport:
4.1 Culture - Place-based analysis, social cohesion, pride in place and devolution
4.1h Which foundational cultural and heritage assets/infrastructure need to be present in places to ensure a fully-functioning economic and social system, and how does this differ in different place types, e.g. city, town, villages, coastal towns, old industrial towns etc.?
Department for Culture, Media & Sport, 2026
4.1 Culture - Place-based analysis, social cohesion, pride in place and devolution
4.1g What role do cultural and heritage sectors play in creating and delivering community services, and which programmes or approaches are most effective in increasing social cohesion, community attachment and belonging?
Department for Culture, Media & Sport, 2026
4.1 Culture - Place-based analysis, social cohesion, pride in place and devolution
4.1e What is the relationship between cultural and heritage infrastructure investment and land value? What is the evidence and measures for assessing the potential for land value change and its positive and negative implications, including opportunity costs, risks of land value rise on arts ecology and local communities, and potential for off-setting future revenue costs through planning gain?
Department for Culture, Media & Sport, 2026
4.1 Culture - Place-based analysis, social cohesion, pride in place and devolution
4.1b What are the key cultural and creative drivers of economic growth in places and how do they vary regionally and locally and at different levels of geographic scale? Where is funding best directed to have the greatest impact on local growth?
Department for Culture, Media & Sport, 2026
4.1 Culture - Place-based analysis, social cohesion, pride in place and devolution
4.1a What specific place-based factors enable a successful commercial art market (e.g. galleries, dealers, auction houses, specialists and art fairs) to develop and sustain?
Department for Culture, Media & Sport, 2026
3.12 Creative Industries and Artificial Intelligence - Video Games
3.12c What are the impacts of current and emerging models of in-game monetisation? How effective are the mechanisms for managing and restricting in-game spending at mitigating the risk of problematic behaviours?
Department for Culture, Media & Sport, 2026
3.12 Creative Industries and Artificial Intelligence - Video Games
3.12a What are best practices in research in the study of video games? What are the most effective routes for data collection and sharing between players, industry and academia, to address these research interests?
Department for Culture, Media & Sport, 2026
3.10 Creative Industries and Artificial Intelligence - Climate change and net zero in media and creative industries
3.10f How can creative businesses support behaviour change of citizens (and their audiences) to meet net zero targets? What types of information and delivery maximise positive behaviour change?
Department for Culture, Media & Sport, 2026
3.10 Creative Industries and Artificial Intelligence - Climate change and net zero in media and creative industries
3.10c What skills are needed to implement improvements in creative industries’ environmental impact and to meet net zero targets? What are the best mechanisms for developing these skills in the workforce?
Department for Culture, Media & Sport, 2026
3.10 Creative Industries and Artificial Intelligence - Climate change and net zero in media and creative industries
3.10b What beliefs and mindset do creative industries business leaders hold on their environmental impacts? How do these affect business activities and action to reduce environmental impact?
Department for Culture, Media & Sport, 2026
3.10 Creative Industries and Artificial Intelligence - Climate change and net zero in media and creative industries
3.10a What impact do the creative industries have on the environment including greenhouse gas emissions and other environmental impacts that occur through for example the extraction and use of raw materials (including plastics), waste, recycling and re-use practices? How can these impacts be measured to enable comparison with other sectors and to identify best practice?
Department for Culture, Media & Sport, 2026
3.9 Creative Industries and Artificial Intelligence - Cultural and social value of creative industries activities and effects on wellbeing
3.9e What are the impacts of playing video games on adults and young people? How does gaming and online gaming interactions impact wellbeing, cognitive development and indicate economic performance?
Department for Culture, Media & Sport