The British Film Institute (BFI) has published Screen Culture 2033, its new 10-year strategy outlining its approach to funding and championing film.
Screen Culture 2033 comprises six major strands which will see the BFI aim to: Be an open house to all for the discovery of screen storytelling; advocate for all screen culture including video games and interactive work; create a screen archive that is the most open in the world; be digital-first in delivering cultural programmes through streaming service BFI+; champion screen culture in school curricula and build a skilled and sustainable workforce that reflects the UK population; and address where the sector needs support in delivering public benefit most through its National Lottery funding, policy work and evidence.
To achieve the aims of Screen Culture 2033, the BFI said it plans to become more financially resilient, building on its charitable and commercial income.
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Working with Screen Culture 2033, the new BFI National Lottery Strategy 2023-2033 will guide how it will invest approximately £45 million a year of National Lottery ‘good cause’ funding over the first three years of the 10-year strategy period by prioritising: £54 million for filmmakers; £34.2 million across education and skills; £27.6 million for audience development; £10 million for screen heritage work; £7.3 million across innovation and industry services and £3.2 million for international activity
The BFI receives 2.7% of available National Lottery funding which for the first BFI National Lottery Funding Plan, 2023-2026, will amount to approximately £45 million a year, or £135 million over the first three years.
Culture Secretary Michelle Donelan said: “As the BFI looks towards its centenary, I’m delighted to see its vision is to open up more of its collections, boost people’s skills and help generate growth in the UK’s cutting-edge and globally renowned screen industries.
BFI Chief Executive Ben Roberts, said: “Most of us experience or contribute to screen culture – through film, TV, online video, extended reality and video games – in our daily lives. It informs and defines us, and continues to grow as an art form and a creative industry.”
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