PHYSICAL AND DIGITAL FILES COMBINED 2015 2016 2015 2016 2015 games 2015 2016 2016 games TV TV Music Music Movies Movies Video Video Volume 457m 524m 27m 44m 66m 88m 73m 117m Paid % of total 50% 39% 57% 76% 55% 67% 31% 45% Volume 455m 835m 20m 14m 53m 43m 161m 145m Free % of total 50% 61% 41% 24% 45% 33% 69% 55% Volume 754m 1079m 38m 53m 91m 97m 168m 204m Lawful % of total 83% 79% 80% 91% 76% 74% 72% 78% Volume 158m 279m 9m 5m 28m 34m 65m 56m Unlawful % of total 17% 21% 19% 9% 23% 26% 28% 21% As in 2015, music was by far the most consumed content type over a 3 month period, both overall (1,360m tracks) and digitally (1,195m tracks), although this partly reflects music albums being counted as 10 tracks. The vast majority of music tracks were consumed digitally (88%) rather than physically (12%). The number of music tracks consumed increased significantly from 908m in 2015, with almost all of this increase from digital consumption. The second most consumed content type was TV programmes, with 231m consumed digitally and 262m consumed overall. Like most (88%) were consumed digitally, although this does not include free content consumed non-digitally (e.g. watched through a normal TV). The number of programmes consumed increased from 233m in 2015, with once again almost all of this increase from digital consumption. The third most consumed content type was movies, with 131m consumed overall, but a greater proportion (28%) consumed in a physical format, meaning that more movies were consumed physically than TV programmes. However, the number of movies physically consumed fell from 41m in 2015 to 37m in 2016, whereas the number digitally consumed increased, meaning that digital consumption has become a greater proportion of total consumption. Total consumption of movies increased slightly from 119m in 2015. Video games were consumed in the lowest volumes, with a total of 58m consumed in the past 3 months, 62% digitally and 38% physically. Total video game consumption increased from 48m in 2015, with both physical and digital consumption increasing.
PHYSICAL AND DIGITAL FILES COMBINED Music 2015 Music 2016 Video games 2015 Video games 2016 Movies 2015 Movies 2016 TV 2015 TV 2016 Paid Volume % of total 457m 50% 524m 39% 27m 57% 44m 76% 66m 55% 88m 67% 73m 31% 117m 45% Free Volume % of total 455m 50% 835m 61% 20m 41% 14m 24% 53m 45% 43m 33% 161m 69% 145m 55% Lawful Volume % of total 754m 83% 1079m 79% 38m 80% 53m 91% 91m 76% 97m 74% 168m 72% 204m 78% Unlawful Volume % of total 158m 17% 279m 21% 9m 19% 5m 9% 28m 23% 34m 26% 65m 28% 56m 21% As in 2015, music was by far the most consumed content type over a 3 month period, both overall (1,360m tracks) and digitally (1,195m tracks), although this partly reflects music albums being counted as 10 tracks. The vast majority of music tracks were consumed digitally (88%) rather than physically (12%). The number of music tracks consumed increased significantly from 908m in 2015, with almost all of this increase from digital consumption. The second most consumed content type was TV programmes, with 231m consumed digitally and 262m consumed overall. Like most (88%) were consumed digitally, although this does not include free content consumed non-digitally (e.g. watched through a normal TV). The number of programmes consumed increased from 233m in 2015, with once again almost all of this increase from digital consumption. The third most consumed content type was movies, with 131m consumed overall, but a greater proportion (28%) consumed in a physical format, meaning that more movies were consumed physically than TV programmes. However, the number of movies physically consumed fell from 41m in 2015 to 37m in 2016, whereas the number digitally consumed increased, meaning that digital consumption has become a greater proportion of total consumption. Total consumption of movies increased slightly from 119m in 2015. Video games were consumed in the lowest volumes, with a total of 58m consumed in the past 3 months, 62% digitally and 38% physically. Total video game consumption increased from 48m in 2015, with both physical and digital consumption increasing.
online-copyright-infringement-2016-final_report-accessible.docx