Find Examples

The Compendium

We have gathered together some examples of digital outputs from a wide range of creative and cultural organisations in the UK and beyond.  The searchable compendium was compiled during 2021 and offers a brief description of each experience, information about the provider, the type of content, monetisation status of the offer (where known) as well as the URL / web link for you to find out more and view some of the examples for your self.  There are 145 examples to look at which can be filter by different categories below.

Click here to view the compendium.

If you don’t know your AR from your VR – take a look at our glossary here.

 

Case Studies

We have created 7 case studies which look in more detail at the creative process, partnership working, challenges and success of a range of digital experiences.

  • Preserving Scotland’s sonic history through the medium of a videogame.
    The Bards Tale 4: Barrows Deep, is a multi-platform role-playing genre videogame.  The game features 36 original musical compositions which were created in collaboration with local artists from across Scotland.  (Not yet uploaded)
  • Earning media coverage through compelling brand campaigns  – Visit Faroe Islands
    While the Faroe Islands were closed to visitors due to the Covid -19 pandemic, the destination management organisation for the Islands, Visit Faroe, created a media storm raising the profile of the destination as part of a wider marketing strategy.  View the Case Study Here.
  • Reimagining storytelling for a millennial tourism audience – England Originals app
    England Originals is a free-to-download app offering its users city guides, augmented reality tabletop experiences with narrated stories, a hospitality directory and site-specific virtual portals (which can be accessed on location only).  The app was developed as a way to broaden the appeal of historic English cites and historical sites to a wider audience.  (Not yet uploaded)
  • Research and development around AR technology and performance – Moving Layers
    Moving Layers is the name of a Clwstwr funded R&D project which ran from 2019 to the spring of 2020.  Using the creative collaboration of digital artist, Rob Eagle and the National Dance Company Wales (with the then Artistic Director, Fearghus ó Conchúir), the project explored the application of AR (augmented reality) in Dance performance practice and audience engagement.  The project also investigated the commercial potential of developing dance with technological developments and aimed to create a deeper understanding of the skillsets needed.   (Not yet uploaded)
  • Digital Buzz
    Waiting for completion – Read more (may drop)
  • Building a sectorial model across sectorial divides – Royal Shakespeare company’s Dream
    Dream was an RSC digital production which ran between the 12th to 20th March 2021.  The reimagining of Shakespear’s midsummers night dream, was broadcast live on-line and set in a virtual midsummer forest.  The project was an ambitious collaboration across a consortium of 14 partners, spanning the arts and creative technology sectors.  (Not yet uploaded)
  • Online arts activity for social inclusion in LBBD
    Three London arts organisations, Pen to Print, Arc Theatre and Green Shoes Arts identify the challenges and successes of moving to digital programmes during the closure of in-person access.  Located in an area of London where socio-economic barriers to cultural participation are evident, the case study considers 4 themes of organisational reediness, audience demographics, funding and digital deprivation.