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The UK’s creative industries are a £124 billion economic powerhouse, and a major net exporter bringing British content to global audiences.

Copyright protection is core to this success, enabling control over production, distribution and monetisation to sustain this thriving creative ecosystem.

AI poses unprecedented challenges through mass scraping of copyrighted content without authorisation or compensation, and creating substitution effects that threaten established business models—making the government’s copyright consultation a critical moment for balancing innovation with creator protection.

Advertising has outgrown the UK's wider economy by 20 percentage points since 2000 thanks to online and advertisers in export markets, especially China, targeting sales in the import-dependent UK market.

If current trends held to 2030, advertising would reach 1.7% of UK GDP, over 50% higher than 2019—we believe this to be the least likely scenario as the UK already sustains higher ad intensity than major markets.

The next recession could be the moment when online ads growth corrects and then reverts to low single-digit growth in line with the economy. A 'soft landing' is also possible, while a surprise outperformance would require more drastic structural shifts.

The erosion of the website’s centrality, and the rise of creators and influencers generates multiple challenges for media –people’s choices have grown enormously. This report highlights consumer behaviour: what people trust and value.

Through a series of case studies we demonstrate people’s needs are resilient: helpful and convenient services with personality that can be trusted, all enhanced by strong community.

Media brands continue to play a critical and trusted role for people to navigate marketplaces, interests and their work life. The role of product –and by extension, the leadership and structure of product development –has grown in importance.

Poverty has a negative impact on health in many ways —such as through housing, work, food, tobacco use, healthcare and sanitary costs, relationships, and social life—while social inequality has been shown to have its own, independent impact.

One in five people in the UK live in poverty, including nearly one in three children; almost two million households experience destitution. The life expectancy gap at birth between the most and least deprived areas of England is 9.7 years for men and 7.9 for women; the gaps are larger still in Scotland.

Multibank, an anti-poverty, community-based charitable initiative—which gifts otherwise wasted essentials to those most in need—has the invaluable support of retail and media to realise its impact.

Roblox’s rapid redirection towards attracting brands and advertisers with new tools, including programmatic advertising, is a savvy and ultimately necessary strategy to position the company as a global platform for games and entertainment IP

Roblox will comfortably hit 100 million DAUs in 2025, as growth rates begin to run upwards of 25%, aided by aggressive geographic expansion. New content partnerships could accelerate it faster 

For TV and film marketers, led by Netflix, Roblox is becoming a default option for immersive experiences and games, while actively avoiding indirect support for Disney through Fortnite

Both the Bank of England and the Office for Budget Responsibility have in the last month severely downgraded their view of the long-term underlying growth potential of the UK economy, reflecting a new forecasting consensus that the UK’s disastrous productivity performance post-crisis is not a blip but indicative of a disappointing new normal

The fundamentals of the UK economy, however, remain little altered from earlier this year – investment is weak, household finances are emaciated, people are compensating for weak productivity by simply working more and harder, and consumption growth is approaching its limits

The outlook for the next five years is bleak – earnings are in store for the longest squeeze in living memory and inequality is set to explode. Factoring in the risk of recession and/or of a disorderly Brexit transition, the BoE/OBR’s projections could yet seem over-optimistic

Digital advertising in the UK has been a phenomenal success story, but a concentrated one, such that many online media companies have not found a sustainable model

User payments are growing, but are currently focused on large, expensive bundles: Spotify, Netflix, the New York Times. This implements a hard division between free and paid and limits the potential audience

Micropayments and microsubscriptions are alternative models which content owners in certain media can use to address more types of demand. Multiple obstacles remain but for many companies the need to experiment has become critical

A Netflix-like subscription model for console based video gaming is a big step closer with Microsoft launching a clear and easy Xbox subscription game solution, and it may even work

Sony’s strategy for premium online services across all its businesses remains muddled and complicated, but could be fixed quickly: dropping game streaming is the first step, providing a lower cost subscription service is the second

Google’s admission that more curation in its games app store will be needed finally indicates a better understanding of the games industry, in parallel with the company’s efforts to win over other creative industries

The successful launch of the Nintendo Switch creates a new console model, and demonstrates the staying power and long term value of great franchises

Microsoft reveals the specification for Scorpio, but it won’t be enough to catch up to Sony. New franchises, and probably new leadership, will be the key to stopping Xbox sliding into irrelevance outside North America

Sony’s PlayStation 4 now exceeds 60m units worldwide, allowing Sony more freedom to publish a wide range of challenging creative console games, while VR games continue to gain momentum