Introduction
The boundaries between technology development and cultural production are dissolving faster than the policy frameworks designed to support them. A decade ago, a European film festival was a cultural event with a modest website. Today it is a data-intensive operation with AI-assisted programming tools, streaming components, digital accreditation systems, and algorithmic audience development tools. A heritage museum is simultaneously an AI research partner, a data publisher, and an immersive experience provider. The categories that once separated "technology sector" from "cultural sector" are increasingly inadequate descriptions of what is actually happening.
This convergence is not accidental. It reflects deliberate policy choices at the European level — particularly through the Creative Europe programme — as well as broader structural shifts in how culture is produced, distributed, and experienced. Understanding the drivers, the current state of play, and the open questions is essential for any organisation working at this intersection.
The Cross-Sectoral Mandate
Creative Europe's Cross-Sectoral strand has, across successive programme iterations, funded media literacy initiatives, policy development, and cross-industry collaboration projects. The 2026 Innovation Labs call — CREA-CROSS-2026-INNOVLAB — represents a sharpening of this mandate: explicitly directing funding toward projects that develop new practices at the intersection of cultural and creative industries with emerging technology, data, and digital distribution.
The call's framing reflects several years of accumulated evidence that cultural organisations working in isolation cannot develop the technology literacy they need to remain competitive and relevant. A small theatre company cannot employ a full-time data scientist. A regional film fund cannot build its own AI grant assessment tools. A contemporary art museum cannot develop XR experiences without technology partnerships. Cross-sectoral collaboration — bringing together cultural practitioners and technology developers in structured, funded partnerships — is the Commission's answer to this structural mismatch.
The Innovation Labs model specifically aims to move beyond one-off pilot projects toward sustained infrastructure: shared tools, common standards, and knowledge that can diffuse across the sector. Previous cross-sectoral funding had produced interesting experiments that failed to scale because they were designed as demonstrations rather than deployable services. The 2026 iteration attempts to correct this by requiring sustainability plans and open licensing of outputs as conditions of award.
For technology companies working in the cultural space, this policy context creates both funding opportunities and partnership obligations. The most competitive applications will involve genuine co-development between cultural organisations and technology providers — not technology transfer from developer to cultural "end user," but iterative design processes where cultural practitioners shape the tools they will use, and where the resulting products reflect the genuine complexity of cultural workflows rather than generic software patterns applied to cultural contexts.
AI as Creative Partner
The debate about AI in cultural production has, in much public discourse, been framed as a binary: AI either threatens creative employment or it democratises creative production. Both framings are too simple. The actual picture emerging from practice is more nuanced, and considerably more interesting.
In script development and narrative design, AI tools are being used by European production companies not to generate final content but to explore possibility space: generating large numbers of rough narrative alternatives that human writers then curate, combine, and develop. This changes the nature of the writer's task — more editorial, more curatorial — but it does not replace the creative judgment that distinguishes meaningful narrative from well-structured text. The productions emerging from these processes reflect their human authors' sensibilities precisely because the AI component is used to expand the range of options considered rather than to determine the final output.
In music, similar patterns are visible. AI composition tools are widely used in European game audio, advertising, and interactive media production, where the economics of bespoke composition are unfavourable. In these contexts, AI enables the production of higher-quality, more contextually appropriate audio than the budgets would otherwise permit. In concert music and contemporary composition, AI is functioning as an instrument and collaborator — a tool through which composers explore new sonic territories — rather than an autonomous generator of finished works.
The European Commission's approach to AI-generated creative content — shaped by the AI Act, the Copyright Directive's ongoing interpretation, and the work of the AI Office — is still evolving. The transparency requirements in the AI Act that mandate disclosure of AI-generated content have direct implications for cultural productions that incorporate AI. How these requirements interact with creative attribution practices in film, theatre, and music remains an area of active legal and policy development. Cultural organisations need to be tracking this closely, particularly if they are applying for EU funding that may, in future cycles, include AI use disclosures as a reporting requirement.
XR & Immersive Culture
Extended reality — the spectrum from augmented reality overlays to fully immersive virtual environments — has moved from festival curiosity to viable cultural medium over the past five years. The trajectory has not been straightforward: the initial wave of VR enthusiasm in 2016–2019 produced impressive technical demonstrations but struggled with distribution, audience development, and sustainable production economics. The current generation of XR cultural projects reflects lessons learned from that period.
The defining shift is from VR as a standalone headset experience to XR as an integrated layer within cultural programming. Museum institutions across Europe are deploying AR applications that enrich physical gallery visits with contextual information, alternative interpretations, and archival material — without requiring dedicated hardware or separate ticketing. Heritage sites are using photogrammetry and volumetric capture to create digital twins of physical spaces that can be accessed remotely, extending the reach of cultural assets beyond their physical location.
In film and interactive storytelling, the distinction between "documentary" and "immersive experience" is becoming less clear. Several European productions supported through MEDIA's cross-platform funding have created works that exist simultaneously as linear films, interactive documentaries, and location-based augmented reality experiences. The workflow, technical infrastructure, and distribution requirements for these productions are significantly more complex than single-format productions, and the funding and rights structures are still catching up.
The infrastructure challenge for XR cultural production mirrors the broader digital infrastructure problem: every major XR platform uses different content formats, distribution mechanisms, and monetisation models. A cultural production designed for Meta's ecosystem reaches a different audience than one designed for Apple Vision Pro, and neither reaches audiences who access cultural content primarily through smartphones. Building XR cultural experiences that reach meaningful audiences without being locked into a single hardware platform requires either significant technical investment or middleware platforms that abstract cross-platform complexity.
Data-Driven Cultural Policy
European cultural policy has historically relied on a combination of expert judgment, sector consultation, and relatively coarse quantitative indicators — audience numbers, co-production counts, distribution markets — to assess the health of the cultural sector and the effectiveness of its interventions. The shift toward richer, more granular data is creating both new analytical possibilities and new governance challenges.
The most significant development is the availability of streaming and digital distribution data at a resolution that was previously impossible. European streaming platforms — both the major global services and the growing ecosystem of European public-interest platforms — generate detailed data about how European cultural content is discovered, watched, and shared. This data is unevenly accessible: major commercial platforms share limited data with rights holders and essentially none with policymakers, while public and semi-public platforms are more transparent but represent a smaller share of consumption.
Several national film funds and the MEDIA programme have begun exploring how to use available distribution data to inform funding decisions: prioritising co-productions that have demonstrated capacity to reach audiences across multiple territories, or adjusting selective funding criteria based on evidence about which types of productions are underrepresented in distribution relative to their production volume. This is genuinely new territory for cultural policy, and it is not without controversy. Critics argue that data-driven funding criteria risk creating feedback loops that reinforce existing distribution patterns rather than supporting cultural production that challenges them.
The European Cultural Data Space initiative, part of the broader EU data strategy, aims to create a governance framework for the responsible sharing of cultural sector data across member states and institutions. If it succeeds, it could transform the evidence base available to cultural policymakers. But data spaces require participating institutions to invest in data infrastructure and governance before any collective benefit materialises — a public goods problem that has slowed progress on similar initiatives in other sectors.
"Cross-sectoral collaboration works when both sides bring genuine expertise and genuine humility. Technology developers who do not understand how cultural organisations actually work will build tools that don't get used. Cultural organisations that assume technology is somebody else's problem will find themselves unable to participate in the emerging landscape."— Observation from cross-sectoral project evaluations, Creative Europe 2022–2025
Bergman Coding's Approach
Bergman Coding's position at the intersection of technology and European cultural sectors is the product of a deliberate design choice rather than market accident. The company's founders came from backgrounds in both software development and cultural production management, and the product architecture reflects that dual literacy. Building tools that actually work in cultural sector contexts requires understanding not just the technical requirements but the organisational dynamics, funding constraints, and workflow realities of organisations that often operate with limited administrative capacity and high seasonal variability.
This means, in practice, that Bergman Coding's products are designed with onboarding flows appropriate for organisations that will configure them without dedicated IT support; that they provide export functionality and open APIs as standard rather than optional; that they are designed to comply with European data residency and GDPR requirements by default; and that their pricing models reflect the budget realities of non-commercial cultural organisations rather than enterprise SaaS assumptions.
It also means active participation in the policy conversations that shape the environment in which these tools operate. KulturAI's development has involved close engagement with the grant-writing and funding navigation practices of actual cultural organisations across several European member states. Festival AI has been designed in dialogue with festival directors and programme managers who use it in production, and whose feedback shapes each development cycle. This embedded, iterative development approach is slower and more expensive than building to a specification, but it produces tools that reflect the genuine complexity of cultural workflows rather than a simplified model of them.
Bergman Coding's engagement with EU-funded cross-sectoral projects is part of this approach. Participation in innovation lab consortia, as a technology partner to cultural organisations leading project applications, provides both direct development feedback and a deeper understanding of the policy landscape in which these tools operate. It also creates the kind of demonstrated track record — successful funded projects, audited deliverables, peer-reviewed outputs — that builds credibility in a sector where trust is built slowly and lost quickly.
Looking Forward to 2027
The Creative Europe 2021–2027 period ends in less than two years, and the conversations about successor programming have already begun. Several themes are emerging from the mid-term evaluations that will shape what comes next.
First, the digital and cross-sectoral components of the programme are likely to receive increased emphasis. The evidence from the current period is that cross-sectoral and digital projects consistently produce outputs with broader reach and longer shelf-life than single-sector, single-territory productions. The Commission's enthusiasm for measurable European added value will favour approaches that can demonstrate this empirically.
Second, the AI dimension will be more explicitly integrated into programme design. Whether through dedicated AI and culture calls, AI governance requirements attached to all funded projects, or incentives for AI literacy development within cultural organisations, the 2028– successor programme will engage with artificial intelligence as a central rather than peripheral concern.
Third, the sustainability imperative — both environmental and financial — will reshape what "success" means for funded cultural technology projects. Outputs that exist only as long as the project funding lasts will be increasingly penalised; outputs that contribute to lasting European cultural infrastructure, that are maintained by sustainable business models or open-source communities, will be prioritised.
For organisations working at the intersection of technology and culture, these shifts present both challenges and opportunities. The challenge is to demonstrate the kind of rigour, transparency, and sustainability that programme evaluators will increasingly demand. The opportunity is that the policy direction is moving decisively toward the space that cross-sectoral technology-culture partnerships occupy — which means that the organisations best positioned to deliver on this mandate are those who have already invested in building the relationships, tools, and track record that make credible participation possible.
The convergence of technology and culture in Europe is not a side story. It is central to how European cultural identity will be expressed, experienced, and debated over the coming decade. The organisations building that infrastructure — whether cultural, technological, or genuinely both — are doing consequential work.