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Streaming Movement: A Societal Shift Towards On-Demand Entertainment

Investigate the study on consumer behavior, the growth of streaming platforms, and their influence on the UK's creative sectors.

Shifting entertainment landscape, driven by digital media services
Shifting entertainment landscape, driven by digital media services

Streaming Movement: A Societal Shift Towards On-Demand Entertainment

In a time when the world has been significantly impacted by the COVID-19 pandemic, the way people consume culture in the UK has undergone a dramatic shift, according to a new research report titled "Streaming Culture."

Commissioned by the UK Intellectual Property Office and consolidated by the UK Copyright and Creative Economy Centre, the research was conducted by the Creative Industries Policy and Evidence Centre (PEC) in partnership with the University of Glasgow and Nesta. The study focuses on the changing online culture consumption behaviours of UK adults aged 12 and above, with a specific focus on streaming.

During lockdowns, the research found that consumption patterns changed significantly as live and in-person cultural and creative activities were halted or restricted. As a result, more cultural content was consumed at home, particularly digitally. This accelerated digital adoption in sectors such as TV, film, music, and video games.

The pandemic also created new habits like increased home entertainment and digital experiences, which are expected to influence consumption patterns beyond lockdown periods. The creative industries faced financial and operational challenges due to these changes, prompting innovation and new business models to adapt to the digital focus intensified by the pandemic.

While not specific to the PEC study alone, broader evidence from related sources notes that COVID-19 was a major inflection point reshaping media consumption habits, with digital and at-home entertainment seeing surges. This created both opportunities and challenges for creative sectors, necessitating financial support and strategic adaptation to sustain growth and regional inequality reduction goals.

The "Streaming Culture" report, published on April 30, 2020, can be found at this link: https://www.our website/research-reports/streaming-culture. The research was peer-reviewed before publication and was photographed by Reinhart Julian.

The PEC is currently working on related research that looks at the specific impacts of COVID-19 on people's consumption habits of activities like TV, film, music, and video games. This study also looks at how these activities relate to people's wellbeing during the pandemic.

Another report, "The migrant and skills needs of creative businesses in the UK," was commissioned by the Creative Industries Council. This report details the results of a survey of employers commissioned by the Creative Industries Council and focuses on the migrant and skills needs of creative businesses in the UK.

It's important to note that these reports are not related, with the "Streaming Culture" research being conducted by the PEC, University of Glasgow, and Nesta, while the "migrant and skills needs" report was not photographed by Reinhart Julian.

The UK's departure from the EU has also affected the way British firms trade and work with European counterparts in the Creative Industries. As the world continues to adapt to the ongoing pandemic, it's clear that digital cultural consumption will play a significant role in the future of the creative industries.

  1. The changing consumption of culture in the UK due to the COVID-19 pandemic was highlighted in a research report titled "Streaming Culture," which was commissioned by the UK Intellectual Property Office.
  2. The report, conducted by the Creative Industries Policy and Evidence Centre (PEC) in partnership with the University of Glasgow and Nesta, focuses on the impact of lockdowns on consumption patterns, particularly digital streaming.
  3. The pandemic led to increased home entertainment and digital experiences, accelerating digital adoption in sectors like TV, film, music, and video games.
  4. The creative industries faced financial and operational challenges as a result, prompting innovation and new business models to adapt to the digital focus intensified by the pandemic.
  5. Evidence from related sources suggests that COVID-19 was a major inflection point, reshaping media consumption habits and creating opportunities as well as challenges for creative sectors.
  6. The UK's departure from the EU has also had an impact on the way British firms trade and work with European counterparts in the Creative Industries.
  7. As the world continues to adapt to the ongoing pandemic, it's clear that digital cultural consumption will play a significant role in the future of the creative industries, demanding strategic adaptation and financial support for sustained growth and regional inequality reduction.

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