Artists are in a perpetual state of discovery with a huge amount of knowledge to add to the R&D conversation.
- Sarah Ellis, Director of Digital Development, Royal Shakespeare Company
The purpose of this chapter is to focus a clearer lens on Creative R&D as a distinct category of art and advanced technologies (AxAT) activity; at once broadening its scope beyond association with the 'creative industries' and simultaneously creating a firm foundation for designating activity that bridges the cultural sector with innovation ecosystems.
Formal definitions of R&D are institutionally tethered to the natural sciences and engineering as codified in the OECD Frascati Manual - the internationally recognised guidelines for collecting and using R&D statistics.1
In 1998, the Department for Culture, Media and Sport (DCMS) published the Creative Industries Mapping Documents, which codified thirteen creative industries sectors and positioned them as economically significant contributors to UK GDP, valued at £60 billion annually and employing 1.4 million people.5
In response, the 2010 Not Rocket Science report made a strong case for redefining R&D to include the arts and culture.7
The 2015 edition of the OECD Frascati Manual was the first to substantially address research in the arts, offering guidance on what arts-related activity could be classified as R&D.8
The specific term 'Creative R&D' gained currency within the creative industries as advocates sought to bridge the gap between the economic importance of the creative industries and their lack of legibility within traditional R&D frameworks. The term served multiple strategic functions: it asserted the legitimacy of research and development activities in creative sectors, it challenged the science-and-technology bias in existing frameworks, and it provided a conceptual bridge between cultural policy and innovation policy.
While the creative industries have advanced recognition and support for R&D beyond traditional science and technology sectors, positioning Creative R&D solely within this domain creates significant limitations for its full potential and impact. Creative R&D within the creative industries has typically prioritised research in technologies associated with distribution and presentation - particularly immersive technologies and digital interfaces - while giving less attention to other technological fields.10
Definitions matter and if we don't define and conceptually understand what we're doing as R&D, and if we don't establish criteria that recognise our work, we won't receive proper support.
- Amy Tarr, Head of Policy & Public Affairs, Creative UK
The decoupling of 'Creative R&D' from 'creative industries' represents a necessary recalibration for understanding how experimental practices operate across diverse domains - from cultural institutions to technology companies, from independent studios to academic research labs. While creative industries have developed robust frameworks for measuring commercial success through audience engagement, market share, and revenue generation, which reflect some aspects of applied research and experimental development, Creative R&D requires a broader anchoring. This need becomes particularly salient when Creative R&D occurs at the intersection of multiple fields: e.g., artists working with biotechnology - which can involve cultural, academic and industry actors; cultural institutions developing AI capabilities - which can involve think-tanks, legal professionals and engineering teams; or, technologists exploring narrative systems - which can involve tech companies, philosophers and artists. In these contexts, 'creative' signals not a market sector but a mode of experimental investigation that prioritises emergent 𝖊 possibilities over predetermined outcomes.
𝕰Creative R&D often occupies an ambiguous position - neither purely upstream nor downstream, neither exclusively hard nor soft technology.11
Furthermore, the separation of digital and cultural policy within the UK's governmental structure has created significant barriers to realising the ecosystemic potential of Creative R&D. Historically, digital policy was housed within the, then titled, Department for Digital, Culture, Media and Sport (DCMS) as part of a broader strategy to integrate technology and culture, aligning with the 2017 Digital and Industrial Strategies. These strategies envisioned the cultural sector as a testbed for technological applications, fostering new art forms, modes of engagement, and collaborations with major technology companies. This alignment facilitated logistical efficiencies and enabled cultural institutions to pioneer AxAT projects that operated at the intersection of digital innovation and cultural production.
However, in 2023, digital policy was transferred to the newly established Department for Science, Innovation and Technology (DSIT), decoupling it from cultural policy.12
AxAT represents a non-codified dynamic field where artistic practice intersects with technological innovation across a spectrum of sectors and domains.13
Creative R&D within AxAT encompasses practices that use interdisciplinary methodologies to investigate advanced technologies, generating new knowledge and applications across cultural, social, and technological domains 𝖛. Building on the OECD Frascati Manual's definition of research and development and Hasan Bakhshi's and Elizabeth Lomas' revisions, we propose the following definition:
𝖁Creative R&D is a systematic, transdisciplinary 𝖎 activity that investigates and develops advanced technologies through innovative methods, generating new knowledge and applications across cultural, social, and technological domains. It adheres to established R&D principles while emphasising exploratory approaches that may originate in artistic, design, and/or cultural practices.
𝕴Like all R&D, Creative R&D encompasses basic research (acquiring new insights without specific applications), applied research (investigation toward specific aims or objectives), and experimental development (creating new or improved outputs, processes, systems or services), thereby meeting the internationally recognised criteria for R&D: novelty, creativity, uncertainty, systematic process, and transferability.
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Novelty - R&D pursues new knowledge or insights.
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Creativity - based on original concepts and hypotheses that are pursued through non-routine activity.
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Uncertainty - R&D is uncertain about the final outcome. There is a broad recognition of the possibility of not achieving the intended results and negative results are considered valuable.
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Systematic process - R&D is a formal activity that is conducted in a planned way, with records kept of the process followed and the outcome.
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Transferability - R&D should result in the potential for the transfer of the new knowledge 𝖊, ensuring its use and allowing others to reproduce the results.
𝕰
What distinguishes Creative R&D is its capacity to operate across 𝖎 traditional boundaries, integrate diverse knowledge domains, and address complex challenges 𝖗 through approaches that complement other R&D methodologies. Its outcomes can be measured through both conventional R&D metrics and additional frameworks that capture cultural, social, and long-term impacts.
𝕴𝕽We propose to work within this existing definition in order to remain compatible with a recognised policy framework and within a definitional lineage that is legible to different communities.15

Footnotes
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OECD, Frascati Manual 2015: Guidelines for Collecting and Reporting Data on Research and Experimental Development (Paris: OECD, 2015), https://www.oecd-ilibrary.org/science-and-technology/frascati-manual-2015_9789264239012-en. ↩
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OECD, The Measurement of Scientific and Technical Activities: Proposed Standard Practice for Surveys of Research And·Experimental Development (Paris: OECD, 1976), https://doi.org/10.1787/g2gh5481-en. ↩
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OECD, Frascati Manual 2002: Proposed Standard Practice for Surveys on Research and Experimental Development (Paris: OECD, 2002), https://doi.org/10.1787/9789264199040-en. ↩
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'Meaning of Research and Development for Tax Purposes: Guidelines,' GOV.UK, accessed 29 May 2025, https://www.gov.uk/government/publications/guidelines-on-the-meaning-of-research-and-development-for-tax-purposes/meaning-of-research-and-development-for-tax-purposes-guidelines. ↩
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Department for Digital, Culture, Media & Sport, 'Creative Industries Mapping Documents 1998,' accessed 29 May 2025, https://www.gov.uk/government/publications/creative-industries-mapping-documents-1998. ↩
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Graham Hitchen, Tom Campbell, and Ruichao Wang, 'A History of Creative R&D in the UK', CRAIC (blog), 23 January 2025, https://craic.lboro.ac.uk/a-history-of-creative-rd-in-the-uk/. ↩
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Hasan Bakhshi, Alan Freeman, and Radhika Desai: Not Rocket Science: A Roadmap for Arts and Cultural R&D, Mission Money Models Web publication (1 January 2010). ↩
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OECD, Frascati Manual 2015: Guidelines for Collecting and Reporting Data on Research and Experimental Development (Paris: Organisation for Economic Co-operation and Development, 2015). https://www.oecd-ilibrary.org/science-and-technology/frascati-manual-2015_9789264239012-en. ↩
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Hasan Bakhshi and Elizabeth Lomas. Defining R&D for the Creative Industries, Nesta, 2017. ↩
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This is likely the result of an over-indexing of creative work in presentational or exhibitionary outputs which is indicative of the key criterion of extending 'access' to cultural works within most Arts Council England evaluative frameworks since its first whitepaper in 1965. While the political motivations around 'access' are related to keeping 'excellence' as public goods accessible to all, 'excellence' is measured in terms of audience and number of viewers, incentivising cultural works that can be audience-oriented, rather than focusing innovation on organisational or basic research. ↩
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Upstream R&D, which often takes place through university research, focuses on basic research and early-stage technology development that may not have immediate commercial applications; often what is termed 'deep tech' research grounded in substantial science or engineering advances. This involves exploring foundational scientific principles, creating new technological capabilities, and investigating novel approaches that could eventually lead to marketable products 𝖊. Downstream R&D, by contrast, concentrates on refining existing technologies, product development, scaling, and market implementation. In industrial contexts, there is typically, though not exclusively, an emphasis on downstream activities with clearer paths to commercialisation, while upstream activities often require subsidising through public funding or more profitable parts of the enterprise. The distinction between 'hard' and 'soft' technology reflects differences in both the nature of innovation and its measurement. Hard technology R&D involves physical systems, that is hardware, materials science, and manufacturing processes - areas where innovation is more readily quantifiable through patents, technical specifications, and manufacturing metrics. Soft technology R&D encompasses software development, user interface design, service innovations, and experiential technologies where outcomes are often less tangible and more difficult to measure using traditional R&D frameworks 𝖛. While hard technology development has historically received more recognition within industrial R&D tax incentives and funding schemes, soft technology innovations increasingly drive economic value and user adoption. ↩
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At the same time 'digital' was removed from the remit of DCMS which was renamed the Department for Culture, Media and Sport. ↩
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Advanced technologies include emerging and established technologies that generate complex societal effects. Serpentine Arts Technologies, Future Art Ecosystems 1: Art x Advanced Technologies, ed. Serpentine Arts Technologies (Serpentine, 2020),https://futureartecosystems.org/briefing/fae1/. ↩
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Arts Council England positions 'Creative R&D' in relation to its vast remit to support all creative practices, defining Creative R&D in grants guidance as 'developing a new idea or exploring a new way of working. While inclusive, this approach does not align with recognised definitions, and risks isolating cultural contributions with a more clearly defined Creative R&D agenda from recognition within wider innovation ecosystems. ACE's current work on an inclusive innovation framework seeks to realign with established definitions and valuably identifies a number of public value contributions from culture in order to make a more robust argument for Creative R&D and innovation in the arts. Still, AxAT practices, and other technologically-engaged subsectors, require frameworks that are specifically optimised for technically-intensive creative work. Arts Council England, 'Research and Development and Project Grants - Information Sheet', 2023, https://www.artscouncil.org.uk/sites/default/files/2023-09/Research%20and%20Development%20and%20Project%20Grants%20-%20Information%20sheet.pdf; The Audience Agency and Arts Council England, Inclusive Innovation: Intelligence and Mapping across the Creative & Cultural Sector, Forthcoming. ↩
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Hasan Bakhshi and Elizabeth Lomas, Defining R&D for the Creative Industries, Nesta, 2017. ↩