DREEm: Production Case Studies

In consultation with UK wide project partners, the DREEm research project has gathered examples of digital experience productions from a wide range of creative and cultural organisations from across the UK, and internationally.  The searchable compendium (145 examples) was compiled during 2020-21, providing insight during a period when online experiences were most in demand.

The DREEm: Compendium provides a brief description of each experience, information about the provider, the type of content, monetisation status of the offer (where known) and the URL.  The following may also be useful:

DREEm: Glossary

DREEm: Production Guide

The nine DREEm: Case Studies below; provide a detailed insight into the creative production process across a range of digital experiences.

  • 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, raised the profile of the destination as part of a wider marketing strategy. Read more


  • Using digital to build resilience and inform future strategy development – Dundee Rep

During the period of lockdown, Dundee Rep made a series of strategic decisions to chart a course through the closure of its physical theatre space and adjust to deliver engagement with local, national and global online audiences and communities. The Rep initially worked extensively with its community, taking time to learn how to engage with online delivery. Read more  


  • 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 created in collaboration with local artists from across Scotland. Read more


  • Research and development around AR technology and performance – Moving Layers

Clwstwr R&D Partnership funded a project which ran from 2019 to the spring of 2020. The creative collaboration of digital artist, Rob Eagle and the National Dance Company Wales (with the then Artistic Director, Fearghus ó Conchúir), explored the application of AR (augmented reality) in Dance performance practice and audience engagement. Read more


  • Reimagining storytelling for a millennial tourism audience – England Originals app

A free-to-download app offering users city guides, augmented reality tabletop experiences with narrated stories, a hospitality directory and site-specific virtual portals (to 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. Read more


  • Lumiere Festival – Artichoke creative events company

Lumiere, brings together upwards of 30 international artists to create site-specific, large-scale public artworks around Durham city centre. With specific reference to the two festivals held in 2019 and 2021, this work examines a range of challenges in terms of contingency planning, highlighting opportunities for using digital means to improve resilience. Read more


  • Building a model across sectorial divides – Royal Shakespeare Company’s Dream (in VR)

Dream is a VR production which ran between the 12th to 20th March, 2021.  The reimagining of Shakespeare’s Midsummer Night’s Dream, was set in a virtual midsummer forest and was broadcast in real time.  The project was an ambitious collaboration across a consortium of 14 partners, spanning the arts and creative technology sectors. Read more


  • Online arts activity for social inclusion – Pen to Print, Arc Theatre and Green Shoes Arts

Three arts organisations in the London Borough of Barking & Dagenham, with socio-economic barriers to cultural and digital participation, identify the challenges of digital programming during the closure of in-person access.  The case study considers four themes of organisational readiness, audience demographics, funding and digital divide. Read more


  • Abba Voyage

Abba Voyage is an immersive music show, which uses next-generation digital production and live concert visuals to recreate the band as they were in the 1970s. The show blends reworked Abba tracks with a fully immersive performance that sees the band recreated as digital ‘ABBAtars’ of themselves. Read more



The information provided in the Production Case Studies and Guide is based on research conducted as a part of the project funded by the AHRC, and implemented between 2020-July 2022.  Information has been compiled from multiple sources and is believed to be correct at the time of publication. Third Party Websites are referenced and we are not responsible for the content of these at the time of publication or at any point in the future.  The information provided is advisory, and not intended to replace or serve as a substitute for professional advice or specialist consultancy support.