Shifting Consumption Patterns: Focus on Digital Entertainment and Streaming Services
News Article: Impact of COVID-19 on Consumption Habits and Wellbeing
The Creative Industries Policy and Evidence Centre (PEC) has published a research report titled "Streaming Culture," which explores the impact of COVID-19 on people's consumption habits of activities like TV, film, music, and video games. The report, published on 30th April 2020, was authored by Raphael Leung (Data Science Fellow at Nesta), Bartolomeo Meletti (Creative Director for CREATe at the University of Glasgow), and Professor Martin Kretschmer (Director of CREATe at the University of Glasgow).
According to the research, people's consumption of digital entertainment increased substantially during the pandemic due to lockdowns, social distancing, and more time spent at home. This shift was driven by the need for distraction, connection, and coping mechanisms amid isolation and uncertainty.
The report also highlights the link between engagement with these media and psychological wellbeing during the pandemic. TV, film, music, and video games have acted as means for stress relief, social connection, and emotional support, providing entertainment and distraction. The use of such media helped counteract social isolation and monotony during lockdowns, contributing positively to mental health by enhancing mood and offering a sense of normalcy.
While consumers have spent more time on online entertainment activities, existing industry reports and scholarly analyses suggest that non-digital formats still account for a majority of consumer spending in entertainment, with this trend expected to continue through 2029.
The "Streaming Culture" report does not support the idea that everyone will become a digital streamer. The data does not suggest a complete shift away from offline entertainment.
In addition to the "Streaming Culture" report, the PEC has also conducted research on the migrant and skills needs of creative businesses in the UK. This report details the results of a survey of employers commissioned by the Creative Industries Council and analyzed surveys commissioned by the UK Intellectual Property Office and consolidated by the UK Copyright and Creative Economy Centre. The report suggests some policy recommendations.
The "Streaming Culture" report can be downloaded from the PEC's website. However, there are no direct search results specifically from the UK Intellectual Property Office or PEC research on the impact of COVID-19 on consumption habits of TV, film, music, and video games, or on how these relate to wellbeing during the pandemic. For precise UK-focused data from those specific organizations, accessing their official publications or research outputs directly would be necessary.
Finally, it's worth noting that the UK's departure from the EU has impacted the way British firms trade and work with European counterparts in the Creative Industries. The ongoing changes in the landscape present both challenges and opportunities for the sector.
[1] PwC’s Global Entertainment & Media Outlook, 2020-2024.
- The Creative Industries Policy and Evidence Centre (PEC) published a research report entitled "Streaming Culture," which delves into the influence of COVID-19 on people's consumption habits of arts like TV, film, music, and video games.
- The report, authored by Raphael Leung, Bartolomeo Meletti, and Professor Martin Kretschmer, reveals that digital entertainment consumption significantly increased during the pandemic due to factors like isolation and the need for distraction.
- Engaging with these media during the pandemic was associated with improved psychological wellbeing, as they provided stress relief, social connection, and emotional support.
- Despite the surge in digital entertainment, industry reports and scholarly analyses indicate that offline formats still dominate consumer spending in the entertainment sector, a trend expected to continue through 2029.
- The PEC also researched the migrant and skills needs of creative businesses in the UK, and their report offers policy recommendations based on employer feedback.
- Technology plays a significant role in shaping the consumption habits of the public, and the rise of streaming platforms underscores the impact of innovation on the entertainment industries.
- The UK's exit from the EU has confronted the creative industries with challenges and opportunities, as firms adapt to new trading and collaboration policies within Europe.