Questions from the Department for Digital, Culture, Media & Sport:
Assessing rigorously how best to tackle inactivity and maximise the positive impacts of sport for the whole nation
Assess and provide evidence for effective interventions to reduce inactivity (undertaking under 30 minutes of exercise per week for the adult population, 16+), and increase physical activity (defined as +150 minutes per week for the adult population), considering underrepresented groups and demographics, as well as the cost benefit analysis.
Department for Digital, Culture, Media & Sport, 2023
Climate change and net zero in media and creative industries
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 Digital, Culture, Media & Sport, 2023
Climate change and net zero in media and creative industries
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 Digital, Culture, Media & Sport, 2023
Climate change and net zero in media and creative industries
How can other environmental impacts of creative industries activities be measured, such as their influence on extraction and use of raw materials (including plastics), waste, recycling and re-use practices?
Department for Digital, Culture, Media & Sport, 2023
Climate change and net zero in media and creative industries
How can standard methodologies measuring greenhouse gas emissions be applied to the creative industries and its sub-sectors? Which, if any, aspects of standard emissions measurement needs to be adjusted to creative industries activities while ensuring consistency and cross sector comparisons?
Department for Digital, Culture, Media & Sport, 2023
Cultural and social value of creative industries activities and effects on wellbeing
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.
Department for Digital, Culture, Media & Sport, 2023
Cultural and social value of creative industries activities and effects on wellbeing
How does the type of online advert (such as video, display, social media influencers etc) influence engagement/interaction with online advertising? How does this engagement differ by age?
Department for Digital, Culture, Media & Sport, 2023
Cultural and social value of creative industries activities and effects on wellbeing
What is the prevalence and impact of harm caused by online advertising content and its targeted delivery to internet users (such as fraudulent or misleading adverts, adverts for age restricted products or services, illegal products)?
Department for Digital, Culture, Media & Sport, 2023