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Entertainment Consumption via Online Streaming

Explore findings on consumer behavior, the escalation of streaming services, and their influence on the UK's creative industries.

Digital Entertainment Shift: Exploring the Dominance of Online Streaming Platforms
Digital Entertainment Shift: Exploring the Dominance of Online Streaming Platforms

Entertainment Consumption via Online Streaming

In the ever-evolving landscape of media consumption, a significant shift has been observed among UK adults towards streaming platforms for TV, film, music, and video games. This revelation comes from a research report titled "Streaming Culture," published by the Creative Industries Policy and Evidence Centre (PEC) in 2020.

The report, which was peer-reviewed prior to publication, analysed survey data from 2013-18 about UK adults' online culture consumption behaviours, with a focus on streaming. It was conducted in partnership with the UK Intellectual Property Office and authored by Professor Martin Kretschmer from the University of Glasgow, Bartolomeo Meletti (Creative Director for CREATe at the University of Glasgow), and Raphael Leung, Data Science Fellow at Nesta.

Before the COVID-19 pandemic, streaming platforms were already becoming the dominant mode of media consumption. However, the lockdown measures accelerated this growth significantly, with increased time spent on these platforms.

The surge was particularly pronounced in video games and music streaming, which saw sustained higher engagement levels. Audiences displayed more diverse and exploratory streaming habits during lockdown periods compared to pre-pandemic times.

The report, which can be downloaded from the provided link or found on the websites of the University of Glasgow, CREATe, or the Creative Industries Council, does not seem to be related to the impacts of COVID-19 on people's consumption habits of activities like TV, film, music, and video games. However, the PEC is also working on related research that looks at the specific impacts of COVID-19 on these activities.

The report also suggests some policy recommendations related to streaming. It is important to note that the views and interpretations in the report do not necessarily represent those of the PEC or its partner organizations.

The photo used in the report was taken by Reinhart Julian. The research was commissioned by the Creative Industries Council, and the report titled "The migrant and skills needs of creative businesses in the UK" was another outcome of this commission.

The UK's departure from the EU has affected the way British firms trade and work with European counterparts in the Creative Industries. However, this report focuses specifically on the migrant and skills needs of creative businesses in the UK.

In summary:

  • Streaming platforms became the dominant mode of media consumption among UK adults across TV, film, music, and video games even before the pandemic.
  • The COVID-19 lockdown accelerated the growth of streaming consumption significantly, with increased time spent on these platforms.
  • Video games and music streaming showed robust increases in user engagement during the pandemic.
  • Audiences displayed more diverse and exploratory streaming habits during lockdown periods compared to pre-pandemic times.

These findings underscore the importance of streaming in the UK’s creative industries ecosystem and demonstrate the pandemic’s catalytic effect on digital media consumption.

  • The Creative Industries Policy and Evidence Centre (PEC) published a research report titled "Streaming Culture" in 2020, which analyzed data from 2013-18 about UK adults' online culture consumption behaviours, with a focus on streaming.
  • Prior to the COVID-19 pandemic, streaming platforms were becoming the dominant mode of media consumption, but the lockdown measures significantly accelerated this growth.
  • The surge was particularly pronounced in video games and music streaming, with audiences displaying more diverse and exploratory streaming habits during lockdown periods.
  • The report does not appear to be related to the impacts of COVID-19 on people's consumption habits of activities like TV, film, music, and video games, but the PEC is also working on related research that looks at the specific impacts of COVID-19 on these activities.
  • The report suggests some policy recommendations related to streaming, although it is important to note that the views and interpretations in the report do not necessarily represent those of the PEC or its partner organizations.
  • Another outcome of the commission for the Creative Industries Council was the report titled "The migrant and skills needs of creative businesses in the UK."
  • The UK's departure from the EU has affected the way British firms trade and work with European counterparts in the Creative Industries, but this report focuses specifically on the migrant and skills needs of creative businesses in the UK.

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