100+ datasets found
  1. Global Creative Services Market Size By Product (Written Content, Video...

    • verifiedmarketresearch.com
    Updated Jul 21, 2023
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    VERIFIED MARKET RESEARCH (2023). Global Creative Services Market Size By Product (Written Content, Video Production, Graphic Design, Website and User Experience), By Application (Large Enterprises, SMEs), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/creative-services-market/
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    Dataset updated
    Jul 21, 2023
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Creative Services Market size is valued at USD 3.167 Billion in the year 2024 and it is expected to reach USD 5.353 Billion in 2031 at a CAGR of 6.78% over the forecast period of 2024 to 2031.Creative Services Market DriversDigital Transformation: The shift towards digital platforms has created a significant demand for creative services. Businesses need compelling digital content, websites, and online advertising to engage customers, necessitating creative expertise.Increasing Importance of Branding: Companies are investing heavily in branding to differentiate themselves in a competitive market. Creative services play a crucial role in developing brand identity, including logos, packaging, and marketing materials.Growing Use of Social Media: The rise of social media platforms has created a demand for creative content to engage audiences. Businesses require visually appealing graphics, videos, and advertisements to capture the attention of users on platforms like Instagram, Facebook, and Twitter.

  2. Creative Industries Economic Estimates: February 2010

    • gov.uk
    Updated Feb 10, 2010
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    Department for Digital, Culture, Media & Sport (2010). Creative Industries Economic Estimates: February 2010 [Dataset]. https://www.gov.uk/government/statistics/creative-industries-economic-estimates-february-2010
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    Dataset updated
    Feb 10, 2010
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    Department for Digital, Culture, Media & Sport
    Description

    Headline Findings

    1. Contribution to the economy - Gross Value Added (Tables 1a and 1b) * The Creative Industries, excluding Crafts and Design, accounted for 6.2% of Gross Value Added (GVA) in 2007. * The Creative Industries grew by an average of 5% per annum between 1997 and 2007. This compares to an average of 3% for the whole of the economy over this period. * Software, Computer Games & Electronic Publishing has had the highest average growth (9% p.a.).
    2. Exports of services (Table 2) * Exports of services by the Creative Industries totalled £16.6 billion in 2007. This equated to 4.5% of all goods and services exported. * 33% of the total Creative Industries exports were contributed by the Software, Computer Games & Electronic Publishing sector.
    3. Employment (Table 3) * In the summer quarter of 2008, creative employment totalled just under 2 million jobs. This comprised over 1.1 million jobs in the Creative Industries and over 800,000 further creative jobs within businesses outside these industries. * Total creative employment increased from 1.6 million in 1997 to nearly 2 million in 2008, an average growth rate of 2% per annum, compared to 1% for the whole of the economy over this period. * The Software, Computer Games & Electronic Publishing sector showed growth in employment of 5% per annum between 1997 and 2008, the highest across the Creative Industries.
    4. Numbers of businesses (Table 4) * In 2008, there were an estimated 157,400 businesses in the Creative Industries on the Inter-Departmental Business Register (IDBR). The true proportion of enterprises that are in the Creative Industries is likely to be higher as certain sectors such as Crafts contain predominantly small businesses - see Annex C for further detail. * Around two-thirds of the businesses in the Creative Industries are contained within two sectors; Software, Computer Games and Electronic Publishing (75,000 companies) and Music and the Visual & Performing Arts (31,200 companies).

    Creating a consistent time series for Radio and TV

    Since the last bulletin (published in January 2009) there have been further revisions to the methodology and source data for the Radio and TV series. Therefore DCMS has undertaken detailed work to create a consistent time series and to ensure continued data quality for the creative industries. Please see the Technical Note below for explanation of these revisions and other methodological issues.

    Workbooks

    For further detail about the estimates, or to be added to a distribution list for future updates, please email the department via CIEEBulletin@culture.gsi.gov.uk.

    Future Work

    This will be the last bulletin produced using the existing structure. Future bulletins will need to use the new 2007 SIC structure and we will be undertaking work to map the new SIC codes to the creative industries over the coming months. This will include reviewing the framework for measuring the creative industries and the provision of regional data.

    Pre-release access

    For Ministerial briefing purposes only:
    Minister for Creative Industries
    Head of Creative Economy Programme
    Senior Policy Adviser, CEP
    Press Officer - Media Desk

  3. c

    The global Computational Creativity market size is USD 685 million in 2024...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, The global Computational Creativity market size is USD 685 million in 2024 and will expand at a compound annual growth rate (CAGR) of 27.4% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/computational-creativity-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global Computational Creativity market size was USD 685 million in 2024 and will expand at a compound annual growth rate (CAGR) of 27.4% from 2024 to 2031. Market Dynamics of Computational Creativity Market

    Key Drivers for Computational Creativity Market

    The growing integration of computational creativity in various industries- The computational creativity market is rapidly expanding, driven by its integration across diverse industries. In entertainment, AI-generated music, art, and scripts are revolutionizing content creation, enabling faster production and personalized experiences. The advertising sector leverages AI for innovative campaign designs and audience targeting, enhancing engagement and conversion rates. In gaming, procedural content generation creates unique, immersive experiences, reducing development time and costs. Additionally, computational creativity is transforming education through AI-driven personalized learning tools and interactive content. The fashion industry employs AI to predict trends and design unique apparel, while in architecture and design, generative algorithms optimize functionality and aesthetics.
    Increasing adoption of generative models and deep learning techniques to drive the Computational Creativity market's expansion in the years ahead.
    

    Key Restraints for Computational Creativity Market

    High development costs pose a serious threat to the Computational Creativity industry.
    The market also faces significant difficulties related to ethical concerns regarding AI-generated content.
    

    Introduction of the Computational Creativity Market

    The computational creativity market, encompassing the intersection of artificial intelligence and creative industries, is rapidly expanding. This market includes tools and platforms leveraging AI to assist in art, music, literature, design, and other creative processes. Key drivers include advancements in machine learning algorithms, increased demand for personalized and novel content, and the integration of AI in professional creative workflows. Companies like OpenAI, Adobe, and Google are prominent players, innovating with AI-driven products that enhance human creativity. The market is also influenced by the rising interest in digital art and the NFT boom, which leverages AI for unique content creation. Challenges such as ethical concerns, intellectual property issues, and the balance between human and machine creativity are critical considerations.

  4. Employment in the creative industries in Italy 2019-2023, by segment

    • statista.com
    Updated Feb 1, 2001
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    Statista (2001). Employment in the creative industries in Italy 2019-2023, by segment [Dataset]. https://www.statista.com/statistics/664617/employees-of-the-creative-industries-by-industry-italy/
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    Dataset updated
    Feb 1, 2001
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Italy
    Description

    Employment in the creative industries in Italy experienced an annual increase in 2023. That year, the number of employees in the architecture and design market reached nearly *******, growing by *** percent from 2022. Over the same period, employment in the communication market rose by *** percent, peaking at roughly *******.

  5. Performers & Creative Artists in the US - Market Research Report (2015-2030)...

    • ibisworld.com
    Updated Oct 14, 2025
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    IBISWorld (2025). Performers & Creative Artists in the US - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/market-research-reports/performers-creative-artists-industry/
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    Dataset updated
    Oct 14, 2025
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2015 - 2030
    Description

    Freelance performers and creative artists in the United States have been navigating a rapidly evolving and often turbulent landscape, shaped by economic pressures, union action and technological disruption. High-profile strikes led by the WGA and SAG-AFTRA in 2023 and Actors' Equity in 2024 secured landmark protections for workers, particularly around censure and the threat of AI in the creative industries. Yet, these victories came with heavy costs to freelancers, including widespread project delays, lost opportunities and significant job losses outside of union contracts. Combined with elevated inflation and turbulent consumer spending, the salaries highlight the widening gap between contracted union members and freelance creatives. Even so, revenue grew at a CAGR of 8.4% to reach an estimated $72.0 billion in 2025, including a rise in growth of 1.1% in 2025 alone. At the same time, the rise of digital platforms has expanded resiliency for independent artists and intensified competition. Platforms like TikTok, YouTube, Patreon and Substack have expanded access to audiences, enabling creators and freelance artists to establish direct fan relationships, experiment with new content formats and generate additional live streams. However, many have struggled to stand out amid a flood of low-cost and free online content, making visibility and popular fan relationships essential for sustainability. Federal arts funding under the Trump Administration in 2025 has compounded these pressures, terminating hundreds of grants that support direct financial relief and critical collaboration and exposure, especially in underserved and marginalized communities. Private donations and emergency programs have only partially filled the gap, leaving artists to grapple with diminished access to resources and programs that previously fostered growth. Performers and creative artists will navigate both challenges and opportunities over the next few years. Industry recovery from prior disruptions, coupled with consumer demand for fresh and original experiences, is expected to fuel overall market growth, with top-tier freelancers reaping disproportionately larger profit margins than smaller creators. However, the rapid integration of AI-driven tools and rising competition, fueled by lower barriers to entry, will intensify financial and job instability. Sustainability will become a central concern, driving innovation in eco-friendly materials, ethical labor and community-based programming as artists seek new ways to attract conscious consumers and diversify their revenue streams. The challenge for freelance creatives will be to adapt swiftly, balancing organization, digital savvy and sustainable business practices, to remain competitive and resilient in an oversaturated market. Over the next few years, revenue is projected to strengthen at a CAGR of 1.4% to $77.1 billion in 2030.

  6. d

    Creative Economy

    • catalog.data.gov
    • s.cnmilf.com
    Updated Oct 25, 2025
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    data.austintexas.gov (2025). Creative Economy [Dataset]. https://catalog.data.gov/dataset/creative-economy
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    Dataset updated
    Oct 25, 2025
    Dataset provided by
    data.austintexas.gov
    Description

    The information shared on this page is no longer being updated. For more information about Imagine Austin and its ongoing update, please visit speakupaustin.org/ImagineAustin View the results of the indicators related to the Grow and Invest in Austin's Creative Economy Priority Program of Imagine Austin.

  7. Value added of creative industries in Italy 2019-2023, by segment

    • statista.com
    Updated Feb 1, 2002
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    Statista (2002). Value added of creative industries in Italy 2019-2023, by segment [Dataset]. https://www.statista.com/statistics/664289/added-value-of-the-creative-industries-italy-by-industry/
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    Dataset updated
    Feb 1, 2002
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Italy
    Description

    The value added of creative industries in Italy experienced an annual increase in 2023. That year, the value added generated by the architecture and design market amounted to roughly *** billion euros, growing by *** percent from 2022. Over the same period, the value added of the communication segment rose by *** percent, peaking at nearly *** billion euros in 2023.

  8. C

    Cultural and Creative Products Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated May 2, 2025
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    Archive Market Research (2025). Cultural and Creative Products Report [Dataset]. https://www.archivemarketresearch.com/reports/cultural-and-creative-products-516947
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    doc, pdf, pptAvailable download formats
    Dataset updated
    May 2, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Discover the booming global market for cultural and creative products! This comprehensive analysis reveals a $500 billion market in 2025, projected to grow at a 7% CAGR through 2033. Explore key drivers, trends, and regional insights impacting crafts, food, stationery, and more.

  9. A

    Arts and Culture Services Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 8, 2025
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    Data Insights Market (2025). Arts and Culture Services Report [Dataset]. https://www.datainsightsmarket.com/reports/arts-and-culture-services-1441291
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    ppt, pdf, docAvailable download formats
    Dataset updated
    May 8, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Discover the booming Arts & Culture Services market! Our analysis reveals a $150B+ market in 2025, projected to grow at 7% CAGR through 2033. Explore key drivers, trends, restraints, and regional insights. Learn how digital transformation, government funding, and consumer spending are shaping this dynamic sector.

  10. Economic Estimates: Earnings 2023 and Employment October 2022 to September...

    • gov.uk
    Updated Apr 9, 2025
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    Department for Culture, Media and Sport (2025). Economic Estimates: Earnings 2023 and Employment October 2022 to September 2023 for the DCMS Sectors and Digital Sector [Dataset]. https://www.gov.uk/government/statistics/economic-estimates-earnings-2023-and-employment-october-2022-to-september-2023-for-the-dcms-sectors-and-digital-sector
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    Dataset updated
    Apr 9, 2025
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    Department for Culture, Media and Sport
    Description

    Revision note:

    April 2025
    DCMS and digital sector October 2020 to September 2023 employment data tables including the full set of additional breakdowns for all years have been re-published.

    November 2024
    We have made some small revisions to both the DCMS and digital October 2021 to September 2023 employment tables, due to the identification of an error.
    For DCMS sectors, October 2022 to September 2023 data tables have been re-published and for October 2021 to September 2022, headline data at sector-level has been re-published.

    For Digital sectors, the October 2022 to September 2023 table has been re-published for Digital and Telecoms sectors and total filled jobs for digital subsectors. For October 2021 to September 2022, headline data has been published for the Digital and Telecoms sectors.
    The full set of additional breakdowns for these tables will be re-published in due course.

    26 March 2024: The Economic Estimates: Digital Sector Earnings Annual Gross Pay 2023 table has been corrected and re-published following the identification of an error. No other Digital or DCMS Earnings or Employment tables are affected by this change.

    About

    These Economic Estimates are used to provide an estimate of the contribution of DCMS sectors, and separately the digital sector, to the UK economy, measured by employment (number of filled jobs) and employee median earnings. These estimates are calculated based on the Office for National Statistics (ONS) Annual Population Survey (APS) and Annual Survey of Hours and Earnings (ASHE) respectively.

    Content

    DCMS Sectors

    These statistics cover the contributions of the following DCMS sectors to the UK economy;

    • civil society

    • creative industries

    • cultural sector

    • gambling

    • sport

    Tourism is not included as the data is not yet available. The release also includes estimates for the audio visual sector and computer games sector.

    Users should note that there is overlap between DCMS sector definitions. In particular, several cultural sector industries are simultaneously creative industries.

    A definition for each sector is available in the tables published alongside this release. Further information on all these sectors is available in the associated technical report along with details of methods and data limitations.

    Headline findings:

    Between October 2022 to September 2023, there were 4.0 million total filled jobs in the included DCMS sectors, an increase of 393,000 (10.9%) since pre-pandemic (2019) and 55,000 (1.4%) since the previous equivalent 12-month period.

    Since pre-pandemic (2019), driving the growth in included DCMS sector employment was the creative industries (16.3% increase). Over this period, employment also grew in the civil society sector (8.0% increase), cultural sector (1.3% increase), and gambling sector (4.8% increase), however, remained below 2019 (pre-pandemic) levels in the sports sector (2.5% decrease).

    As of April 2023, median annual earnings for employees in the included DCMS sectors were £30,164; 1.7% greater than the UK overall (£29,669). Median annual earnings for included DCMS sectors have grown in line with the UK overall compared to the previous year, both growing by 6.9%. However, compared to pre-pandemic, median annual earnings have grown faster in included DCMS sectors, an increase of 22.8%, than for the UK overall, which grew 19.0%.

    Employees in the creative industries (£39,366) and cultural sector (£31,014) had higher median annual earnings than the UK overall but employees in the civil society (£27,409), sport (£21,000) and gambling sectors (£26,164) had lower median annual earnings.

    As of April 2023, for every £1.00 earned by a man employed in the included DCMS sectors, a woman earns £0.80. Meaning a gender pay gap of 19.8%, larger than the UK overall (14.2%). This is a 0.2 percentage point decrease from last year (20.0%), and a 3.1 percentage point decrease from pre-pandemic (22.9%).

    Digital sector:

    These statistics also cover the contributions of the following digital sectors to the UK economy

    • digital sector

    • Of which: telecoms

    Users should note that the telecoms sector sits wholly within the digital sector.

    A definition for each sector is available in the tables published alongside this release. Further information on all these sectors is available in the associated technical report along with details of methods and data limitations

  11. z

    The Cultural Resource Curse: How Trade Dependence Undermines Creative...

    • zenodo.org
    bin, csv
    Updated Aug 9, 2025
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    Anon Anon; Anon Anon (2025). The Cultural Resource Curse: How Trade Dependence Undermines Creative Industries [Dataset]. http://doi.org/10.5281/zenodo.16784974
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    csv, binAvailable download formats
    Dataset updated
    Aug 9, 2025
    Dataset provided by
    Zenodo
    Authors
    Anon Anon; Anon Anon
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This dataset accompanies the study The Cultural Resource Curse: How Trade Dependence Undermines Creative Industries. It contains country-year panel data for 2000–2023 covering both OECD economies and the ten largest Latin American countries by land area. Variables include GDP per capita (constant PPP, USD), trade openness, internet penetration, education indicators, cultural exports per capita, and executive constraints from the Polity V dataset.

    The dataset supports a comparative analysis of how economic structure, institutional quality, and infrastructure shape cultural export performance across development contexts. Within-country fixed effects models show that trade openness constrains cultural exports in OECD economies but has no measurable effect in resource-dependent Latin America. In contrast, strong executive constraints benefit cultural industries in advanced economies while constraining them in extraction-oriented systems. The results provide empirical evidence for a two-stage development framework in which colonial extraction legacies create distinct constraints on creative industry growth.

    All variables are harmonized to ISO3 country codes and aligned on a common panel structure. The dataset is fully reproducible using the included Jupyter notebooks (OECD.ipynb, LATAM+OECD.ipynb, cervantes.ipynb).

    Contents:

    • GDPPC.csv — GDP per capita series from the World Bank.

    • explanatory.csv — Trade openness, internet penetration, and education indicators.

    • culture_exports.csv — UNESCO cultural export data.

    • p5v2018.csv — Polity V institutional indicators.

    • Jupyter notebooks for data processing and replication.

    Potential uses: Comparative political economy, cultural economics, institutional development, and resource curse research.

    How to Run This Dataset and Code in Google Colab

    These steps reproduce the OECD vs. Latin America analyses from the paper using the provided CSVs and notebooks.

    1) Open Colab and set up

    1. Go to https://colab.research.google.com

    2. Click File → New notebook.

    3. (Optional) If your files are in Google Drive, mount it:

    python
    CopiarEditar
    from google.colab import drive drive.mount('/content/drive')

    2) Get the data files into Colab

    You have two easy options:

    A. Upload the 4 CSVs + notebooks directly

    • In the left sidebar, click the folder icon → Upload.

    • Upload: GDPPC.csv, explanatory.csv, culture_exports.csv, p5v2018.csv, and any .ipynb you want to run.

    B. Use Google Drive

    • Put those files in a Drive folder.

    • After mounting Drive, refer to them with paths like /content/drive/MyDrive/your_folder/GDPPC.csv.

  12. DCMS Sector Economic Estimates: Workforce, 2021

    • gov.uk
    • s3.amazonaws.com
    Updated Nov 22, 2024
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    Department for Digital, Culture, Media & Sport (2024). DCMS Sector Economic Estimates: Workforce, 2021 [Dataset]. https://www.gov.uk/government/statistics/dcms-sector-economic-estimates-workforce-2021
    Explore at:
    Dataset updated
    Nov 22, 2024
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    Department for Digital, Culture, Media & Sport
    Description

    Headline Findings

    In the 2021 calendar year, there were approximately 4,270,000 filled jobs in DCMS Sectors (excluding Tourism), 12.9% of the UK total, and a 3.1% increase compared to the preceding 12 months.

    Growth in total DCMS sector filled jobs was primarily driven by the Creative Industries and Digital sectors, which increased by 113,000 (5.1%) and 108,000 (6.3%) filled jobs respectively. This was partially offset by decreases in the Civil Society and Sport sectors (4,000, 0.5% and 5,000, 0.9% respectively).

    Although there is wide variation between sectors in terms of demographic breakdowns, overall the proportion of filled jobs held by women was lower in the DCMS Sectors (excluding Tourism) (44.5%) than the UK overall (48.1%). DCMS Sectors (excluding Tourism) have a similar share of jobs filled by people from ethnic minority groups (excluding white minorities) or by people with disabilities compared to the UK workforce overall.

    According to earnings estimates in the 2021 calendar year, within the DCMS Sectors (excluding Tourism) median hourly gross pay was greater than the UK overall, at £15.68 compared to £13.51. Of the individual sectors, only Gambling and Sport had lower pay than the UK average, while the Creative Industries and Digital sector had the highest median pay.

    Within the DCMS Sectors (excluding Tourism), the difference in pay between men and women is estimated to exceed the UK overall (DCMS 23.9%, UK 15.1%), while the disability pay gap was similar (14.7%, 14.6%) and there was great variation in pay by ethnic group.

    Revision note:

    On Friday 4th November, we removed the following estimates of employment and earnings:

    • Experimental estimates of employment and earnings for the Creative Occupations and their underlying, provisional 4-digit Standard Occupational Classification (SOC) codes
    • Estimates of employment and earnings broken down by socio-economic class of current occupation.

    This is because ONS have identified an https://www.ons.gov.uk/employmentandlabourmarket/peopleinwork/employmentandemployeetypes/articles/theimpactofmiscodingofoccupationaldatainofficefornationalstatisticssocialsurveysuk/2022-09-26">issue with the way their underlying survey data has been assigned to the refreshed SOC2020 codes that were used to calculate these estimates in this publication. ONS expect to resolve the issue by Spring 2023. No other data in this release is affected.

    About this release

    The employment (number of filled jobs) estimates series is a National Statistic under the Code of Practice for Statistics. It is calculated based on the Office for National Statistics (ONS) Annual Population Survey (APS).

    The earnings estimates series is an Experimental Statistic. It is also calculated based on the ONS Annual Population Survey (APS) and was first published in the DCMS Sector National Economics: 2011 to 2020 to provide estimates of earnings with different demographic breakdowns. For headline estimates of earnings, DCMS also publishes estimates using the Annual Survey of Hours and Earnings (ASHE), which are seen as more robust for that purpose.

    Additionally, DCMS has published estimates of the Civil Society sector, broken down by Local Authority. This uses pooled data spanning the period 2018 to 2021 to boost sample sizes. It was developed as an “ad hoc” release based on user request and can be found in our ad hoc statistical release page.

    Creative Occupations

    In 2020, the ONS conducted a review of the Standard Occupational Classification (SOC) codes to update and revise the classification of occupations to reflect changes within the economy since the previous ‘refresh’, around 2010. As the Creative Industries is defined using the occupation codes which have been determined as creative, DCMS has updated the list of creative occupations based on the

  13. Contribution of Nigeria's creative industry to GDP 2023

    • statista.com
    Updated Dec 3, 2022
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    Statista (2022). Contribution of Nigeria's creative industry to GDP 2023 [Dataset]. https://www.statista.com/statistics/1185703/contribution-of-nigeria-creative-industry-to-gdp/
    Explore at:
    Dataset updated
    Dec 3, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Nigeria
    Description

    Motion picture and music recording accounted for roughly *** billion Nigerian naira (NGN) (roughly ***** million U.S. dollars) of Nigeria's GDP in 2023. Despite the significant contribution of the movie and music industry to the country's GDP, that of telecommunications and information services stood at **** trillion NGN (around **** billion U.S. dollars), representing the most valuable sector in the information and communication industry.

  14. Employment in cultural and creative industries in Italy 2019-2023

    • statista.com
    Updated Nov 26, 2025
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    Statista (2025). Employment in cultural and creative industries in Italy 2019-2023 [Dataset]. https://www.statista.com/statistics/664264/employees-of-the-cultural-production-system-italy/
    Explore at:
    Dataset updated
    Nov 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Italy
    Description

    Employment in cultural and creative industries in Italy increased by *** percent in 2023 over the previous year. Overall, the number of employees in this market totaled roughly **** million in 2023, growing by *** percent compared to 2019.

  15. s

    Creative Software Market Size, Insights & Growth Graph by 2033

    • straitsresearch.com
    pdf,excel,csv,ppt
    Updated Jan 20, 2025
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    Straits Research (2025). Creative Software Market Size, Insights & Growth Graph by 2033 [Dataset]. https://straitsresearch.com/report/creative-software-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 20, 2025
    Dataset authored and provided by
    Straits Research
    License

    https://straitsresearch.com/privacy-policyhttps://straitsresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    The global creative software market size was USD 8.73 billion in 2024 & is projected to grow from USD 9.31 billion in 2025 to USD 17.35 billion by 2033.
    Report Scope:

    Report MetricDetails
    Market Size in 2024 USD 8.73 Billion
    Market Size in 2025 USD 9.31 Billion
    Market Size in 2033 USD 17.35 Billion
    CAGR6.7% (2025-2033)
    Base Year for Estimation 2024
    Historical Data2021-2023
    Forecast Period2025-2033
    Report CoverageRevenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends
    Segments CoveredBy Deployment,By Type,By Region.
    Geographies CoveredNorth America, Europe, APAC, Middle East and Africa, LATAM,
    Countries CoveredU.S., Canada, U.K., Germany, France, Spain, Italy, Russia, Nordic, Benelux, China, Korea, Japan, India, Australia, Taiwan, South East Asia, UAE, Turkey, Saudi Arabia, South Africa, Egypt, Nigeria, Brazil, Mexico, Argentina, Chile, Colombia,

  16. D

    Artist Development Programs Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 1, 2025
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    Dataintelo (2025). Artist Development Programs Market Research Report 2033 [Dataset]. https://dataintelo.com/report/artist-development-programs-market
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    pdf, pptx, csvAvailable download formats
    Dataset updated
    Oct 1, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Artist Development Programs Market Outlook



    According to our latest research, the global artist development programs market size reached USD 6.7 billion in 2024, reflecting a robust expansion driven by the increasing recognition of the arts as a vital component of cultural and economic growth. The market is expected to grow at a CAGR of 8.2% from 2025 to 2033, reaching a forecasted value of USD 12.6 billion by 2033. This growth is propelled by the rising demand for structured training and mentorship across music, visual arts, performing arts, and literary arts, as well as the rapid adoption of digital delivery modes and global collaboration platforms.




    The growth of the artist development programs market is primarily fueled by the increasing emphasis on professionalization within creative industries. As creative economies expand, there is an ever-growing need for artists to not only hone their craft but also acquire business acumen, digital literacy, and entrepreneurial skills. Governments, private institutions, and non-profit organizations are investing heavily in these programs to nurture talent, foster innovation, and create sustainable career pathways. The proliferation of grant funding, scholarships, and public-private partnerships has further enhanced access to high-quality artist development programs, attracting a diverse pool of participants from various socioeconomic backgrounds.




    Another significant driver of market growth is the digital transformation of the arts sector. The rise of online and hybrid delivery models has democratized access to artist development programs, allowing aspiring and established artists from remote and underserved regions to participate in world-class training and mentorship opportunities. The integration of advanced technologies such as virtual reality, AI-driven feedback, and collaborative digital platforms has enriched program offerings and enabled personalized learning experiences. This digital shift has also facilitated cross-border collaborations and global exposure, enabling artists to connect with international mentors, peers, and audiences, thereby expanding their creative and professional horizons.




    In addition, the growing recognition of the arts as a catalyst for social change and community development has spurred demand for artist development programs. Governments and cultural organizations are increasingly leveraging these programs to address social issues, promote cultural diversity, and support mental well-being. Initiatives aimed at empowering marginalized groups, fostering youth engagement, and revitalizing local communities through the arts have gained momentum worldwide. The expansion of corporate social responsibility (CSR) initiatives and philanthropic funding in the arts sector has further contributed to market growth, with corporations and foundations supporting artist residencies, workshops, and mentorship programs as part of their broader social impact strategies.




    Regionally, North America and Europe currently lead the market in terms of revenue and program diversity, owing to their established creative industries, robust funding ecosystems, and strong institutional support for the arts. However, the Asia Pacific region is witnessing the fastest growth, driven by rising disposable incomes, expanding urban populations, and increasing government investments in cultural infrastructure. Latin America and the Middle East & Africa are also emerging as promising markets, supported by vibrant local art scenes and growing international collaborations. The regional outlook for the artist development programs market remains positive, with each region contributing uniquely to the global landscape through innovation, cultural exchange, and policy support.



    Program Type Analysis



    The program type segment of the artist development programs market encompasses music, visual arts, performing arts, literary arts, and other specialized art forms. Music development programs continue to dominate the market, accounting for the largest share in 2024. This dominance is attributed to the global popularity of music as an art form, the widespread availability of music education infrastructure, and the strong presence of industry stakeholders such as record labels, streaming platforms, and music academies. Music programs often offer comprehensive training in performance, composition, production, and music business, attracting a diverse pool of participants ranging from aspir

  17. S

    Global Artificial Intelligence in Creative Industries Market Key Success...

    • statsndata.org
    excel, pdf
    Updated Nov 2025
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    Stats N Data (2025). Global Artificial Intelligence in Creative Industries Market Key Success Factors 2025-2032 [Dataset]. https://www.statsndata.org/report/artificial-intelligence-in-creative-industries-market-378590
    Explore at:
    pdf, excelAvailable download formats
    Dataset updated
    Nov 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Artificial Intelligence (AI) in Creative Industries market is revolutionizing the way creative professionals, including artists, designers, writers, and marketers, approach their work. As businesses increasingly integrate sophisticated AI tools, they can enhance creativity, streamline processes, and optimize the

  18. S

    Creative Services Market Size, Future Growth and Forecast 2033

    • strategicrevenueinsights.com
    html, pdf
    Updated Nov 4, 2025
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    Strategic Revenue Insights Inc. (2025). Creative Services Market Size, Future Growth and Forecast 2033 [Dataset]. https://www.strategicrevenueinsights.com/industry/creative-services-market
    Explore at:
    pdf, htmlAvailable download formats
    Dataset updated
    Nov 4, 2025
    Dataset authored and provided by
    Strategic Revenue Insights Inc.
    License

    https://www.strategicrevenueinsights.com/privacy-policyhttps://www.strategicrevenueinsights.com/privacy-policy

    Time period covered
    2024 - 2033
    Area covered
    Global
    Description

    The global Creative Services Market is projected to reach a market size of approximately USD 1.2 trillion by 2033, growing at a compound annual growth rate (CAGR) of 6.5% from 2025 to 2033.

  19. w

    Annual growth rates of creative goods exports

    • tcdata360.worldbank.org
    + more versions
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    World Bank, Annual growth rates of creative goods exports [Dataset]. https://tcdata360.worldbank.org/indicators/inn.grw.crt.gds.ex
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    Dataset provided by
    World Bank
    Description

    Exports and imports of goods related to creative industries by individual country, geographical region and economic grouping, expressed in millions of dollars and broken down by individual trading partner or trading group.

  20. c

    Creative Software Market Size to Hit USD 14.48 Bn By 2032

    • coherentmarketinsights.com
    Updated Jul 18, 2025
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    Coherent Market Insights (2025). Creative Software Market Size to Hit USD 14.48 Bn By 2032 [Dataset]. https://www.coherentmarketinsights.com/industry-reports/creative-software-market
    Explore at:
    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Coherent Market Insights
    License

    https://www.coherentmarketinsights.com/privacy-policyhttps://www.coherentmarketinsights.com/privacy-policy

    Time period covered
    2025 - 2031
    Area covered
    Global
    Description

    Creative Software Market valuation is estimated to reach USD 10.02 Bn in 2025 and is anticipated to grow to USD 14.48 Bn by 2032 with steady CAGR of 5.4%

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VERIFIED MARKET RESEARCH (2023). Global Creative Services Market Size By Product (Written Content, Video Production, Graphic Design, Website and User Experience), By Application (Large Enterprises, SMEs), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/creative-services-market/
Organization logo

Global Creative Services Market Size By Product (Written Content, Video Production, Graphic Design, Website and User Experience), By Application (Large Enterprises, SMEs), By Geographic Scope And Forecast

Explore at:
Dataset updated
Jul 21, 2023
Dataset provided by
Verified Market Researchhttps://www.verifiedmarketresearch.com/
Authors
VERIFIED MARKET RESEARCH
License

https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

Time period covered
2024 - 2031
Area covered
Global
Description

Creative Services Market size is valued at USD 3.167 Billion in the year 2024 and it is expected to reach USD 5.353 Billion in 2031 at a CAGR of 6.78% over the forecast period of 2024 to 2031.Creative Services Market DriversDigital Transformation: The shift towards digital platforms has created a significant demand for creative services. Businesses need compelling digital content, websites, and online advertising to engage customers, necessitating creative expertise.Increasing Importance of Branding: Companies are investing heavily in branding to differentiate themselves in a competitive market. Creative services play a crucial role in developing brand identity, including logos, packaging, and marketing materials.Growing Use of Social Media: The rise of social media platforms has created a demand for creative content to engage audiences. Businesses require visually appealing graphics, videos, and advertisements to capture the attention of users on platforms like Instagram, Facebook, and Twitter.

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