Research and analysis

Executive summary Online copyright infringement tracker survey (12th Wave)

Published 3 February 2023

Executive summary

Wave 12 saw some notable changes compared to the previous two waves, which were conducted during the height of the COVID-19 pandemic and therefore saw consumer behaviour adapt. Wave 12 results returned to be broadly in line with pre-pandemic waves, with a few new themes emerging.

Overall summary

  • after increases in engagement across content categories in Wave 11 (2021), Wave 12 engagement remains stable
  • For music, film and TV, streaming remained the most common method of access, compared to downloading, by some way. For other categories, levels were similar across both behaviours
  • the heightened level of passion for content categories sustained post pandemic, with these playing a key role in people’s lives[footnote 1]
  • the main drivers for online consumption continued to be choice/variety of content on offer, being able to access it immediately, and cost
  • financial concerns and the increased variety of services were, however, a concern for many. While few reported having taken any action as a result of their financial concerns and/or the increased variety in services, this has the potential to impact their future consumption behaviours
  • the overall level of infringement across all content categories (excluding digital visual images) increased from 25% to 32% (i.e. the proportion of the total sample who had accessed any content illegally). But it is important to note that this overall figure should be interpreted with caution. It is subject to fluctuation as new methods of access are included each year, plus some categories experience changes while others do not

Infringement levels

  • in most categories the proportion of the sample who had infringed increased to some extent compared to Wave 11, although it tended to remain equal to or lower than previous peaks. Films and TV episodes/programmes were exceptions to this as each had their highest level of infringement. With 23% infringement, films was 4% above its previous high in Wave 11 (2021) while infringement for TV programmes/episodes was 1% above its previous high in Wave 8 (2019)
  • the increase in most categories was driven by a greater proportion of individuals using a mix of legal and illegal methods, rather than the purely (i.e. only) illegal group. For most categories the purely illegal group has remained stable and low
  • live sports, software and e-books do however have a (relatively) higher proportion of only illegal users
  • for most categories, men were more likely to infringe than women
  • across all categories, levels of infringement are lower among those aged 45+
  • across all categories, respondents who used a VPN specifically for entertainment content were more likely to have infringed compared to those who used a VPN for activity other than entertainment and those who did not use a VPN at all
  • across all categories, those with the highest passion were most likely to infringe

The earlier note of caution around fluctuations in infringement figures due to new methods of access being included each wave should also be kept in mind when interpreting category results. This is particularly the case for categories where go-to methods are less dominant and public awareness about what is legal vs. illegal is lower.

Overall infringement level among the total sample: 32%

Infringement levels above average:

  • digital magazines – 41%
  • software – 38%
  • live sports – 36%

Average infringement levels:

  • music -25%
  • film - 24%
  • E-books - 24%
  • audiobooks – 22%

Infringement levels below average:

  • TV – 19%
  • video games - 17%

Qualitative summary

In the qualitative stage of research, by way of an Online Community, participants were asked about their consumption of online entertainment categories in more detail. The Online Community is a week-long internet-based series of guided activities in which participants interact with each other as well as moderators. The Online Community consisted of for this wave of research took place in May 2022 when restrictions around Covid-19 had been loosened but the financial impact of political events and the cost of living crisis were starting to be felt. Participants reported that the combination of 2 years of lockdowns followed by financial uncertainty meant that they still relied on entertainment to boost their mood or help them relax.

With this backdrop of events, some participants emphasised how money would likely be a concern for them going forward, as energy and general prices started to increase and a few reported having already made cuts across various products and services. Though entertainment remained important to participants, some mentioned that they may have to start spending less by cancelling some subscriptions (though many said they would keep paying for content in some form) or finding more content for free. Though few had actioned this yet, some saw it as a potential necessity further down the line.

Overall, participants reported varying patterns or shifts in their consumption. Some reported increases whilst others reported decreases, often due to spending more time outdoors as Covid-19 restrictions loosened and having less free time to be able to consume content than during the years of lockdown. Some felt their consumption had remained stable.

When asked what sort of messaging could potentially persuade participants to change their behaviour, the topic of job losses within the creative industry proved one of the most impactful. Messages about malware held potential for some consumers and, overall, the tone of campaigns was seen as important. Given rising costs at present, participants felt a cooperative tone rather than a threatening one was called for in campaigns.

This section provides an overview and comparison of key trends across each content category. It is based on the 2022 wave and includes yearly comparisons, where relevant. It covers engagement with online content, before looking in detail at levels of infringement, key characteristics of infringers and which legal sources they would be likely to migrate to.

Downloading

In this wave the number of respondents who had downloaded content in the previous three months increased or remained steady in most categories compared to the previous wave.

  • for film and TV, this wave saw the proportion downloading surpass the previous (Wave 9) peak
  • music remained the most downloaded content category, but with film now only slightly behind

Have you downloaded any of the following through the internet in the past 3 months? By downloaded we mean transferring/saving a copy of a file onto your device (e.g. computer, laptop, smartphone etc.)

A line graph illustrating the proportions downloading content by category from 2015-2022.

Base for Wave 12: n=5,749 (total sample). Break in the series between Wave 8 and Wave 9 represents change in methodology.

Streaming/accessing

In this wave the proportions streaming content in each category either remained stable (within 1% of previous wave) or saw a slight increase compared to Wave 11. As such, all categories remained at the highest point we have seen in the study so far.

  • music, film and TV remained the most streamed content categories by some way, with similar proportions accessing each (40%+)
  • each of the remaining categories were streamed/accessed by between 6-18%
A line graph illustrating the proportions streaming content by category from 2015-2022.

Base for Wave 12: n=5,749 (total sample). Break in the series between Wave 8 and Wave 9 represents change in methodology.

Reasons for accessing content online

For each category, respondents were asked what their top three reasons were for choosing to access content online. There were some recurring themes across many of the categories:

  • immediate access to content: Being able to access “instantly whenever I want” was the top selected option for most categories
  • choice and variety: Having a “wide range” of content to choose from featured in the top three for almost all categories
  • cost-effective way to access content: “It’s free or cheap” was in the top three for most categories, with “value for money” also featuring for some

What are the main reasons that you choose to access online (i.e. downloading or streaming)? Please select your top 3 (% of consumers in each category)

Music

Being able to listen to music instantly whenever I want 53%
Having a wide range of music to listen to 47%
It’s free or cheap 39%

Film

Being able to watch films instantly whenever I want 49%
Having a wide range of films/movies to watch 48%
Having film/TV nights at home with friends/family 30%

TV programmes/series

Being able to watch TV programmes/episodes instantly whenever I want 52%
Having a wide range of TV programmes/episodes to watch 52%
It’s free or cheap 30%

Live sport

Being able to watch live sports instantly whenever I want 43%
Having a wide range of live sports events to watch 34%
Exclusive access to live sports events (not available anywhere else) 30%

Video games

Being able to play video games instantly whenever I want 44%
Having a wide range of video games to play 43%
It’s free or cheap 34%

Software

It’s free or cheap 37%
Getting value for money 36%
Security/protection from malware 31%

E-Books

The convenience of storing books digitally (e.g. not needing physical storage space in the home) 48%
Being able to access e-books instantly whenever I want 47%
Having a wide range of e-books to choose from 46%

Digital magazines

It’s free or cheap 42%
Being able to access publications instantly whenever I want 37%
The convenience of storing magazines digitally (e.g. not needing physical storage space in the home) 33%

Audiobooks

Being able to access audiobooks instantly whenever I want 46%
Having a wide range of audiobooks to choose from 42%
The convenience of storing audiobooks digitally (e.g. not needing physical storage space in the home) 38%

Base: those who downloaded, streamed or accessed content in each category (music = 3,196, film = 2,935, TV programmes/series = 2,825, live sport = 1,162, video games = 1,355, software = 1,148, e-books = 1,170, digital magazines = 532, audiobooks = 560)

As highlighted in the methodology section, in 2019 there were changes made as to how the infringement figures are determined, which should be kept in mind when making comparisons between waves before 2019 (i.e Waves 8 and under) and 2019 or later (i.e. Waves 9 and above).

The main change was that a less direct approach was taken to finding out whether illegal sources are used, in order to encourage more honesty. More specifically, rather than asking this outright, respondents were shown a list of options and the classification of legal vs. illegal was done based on the options chosen.

Although the list was exhaustive, to reduce instances of the wrong source being selected and, thus, results being biased, for each category an option was included for those who may have been less familiar with the terminology. However, this option (“Download/access for free from the internet, without really being sure where it comes from”) was not included within the overall calculations for legal or illegal. We also excluded from the base those who only consumed content via this source.

Overall infringement

Infringement figures are based on the number of people who had used at least one illegal source in the previous 3 months.

The overall level of respondents who had infringed across any category (excluding digital visual images [footnote 2]), increased from 25% in Wave 11 to 32% in Wave 12. It is however important to note why changes to this overall figure should be interpreted with caution. Fluctuation may arise due to new illegal source options being included for certain categories, or increases in some categories more so than others.

In most categories the proportion of the sample who had infringed increased to some extent compared to Wave 11, although remained lower than previous peaks.

  • after a decline in waves 10 and 11, perhaps due to the impact of the pandemic, music returned to the proportion seen in earlier waves (25%)
  • film and TV saw similar decreases in waves 10 and 11, and this year returned to slightly higher levels but remained lower than previous peaks
  • video games saw an increase after declining since 2019, but (at 17%) remained below prior waves
  • live Sports saw an increase from 2021, but remained in-line with prior waves (36%)
  • software saw a notable increase from prior waves, rising to 38% (10%+ on its previous peak)
  • changes in the e-publishing categories were mixed – infringement in relation to Audiobooks remained stable (22%), while both E-books and Digital Magazines saw an increase of 10% or more
  • it is important to note that there was an addition this wave to the infringement sources in question (“Streaming audiobooks for free from sites such as YouTube”)

Those who have used an illegal source at least once in the last 3 months (% of consumers in each category)

Those who have used an illegal source at least once in the last 3 months (% of consumers in each category)

Base for 2022: those who have used an illegal source at least once in that category during the past 3 months with ‘’Download/access for free from the internet, without really being sure where it comes from” not counting as either legal or illegal and those who only selected this option not included in the base (music = 789, film = 694, TV programmes/series = 535, live sport = 338, video games = 205, software = 271, e-books = 225, digital magazines = 165, audiobooks =155)

Types of infringement

In comparison to the overall infringement levels, a more nuanced view can be gained by looking at the combination of legal and illegal sources used. This year, while there were increases in overall infringement levels, for most categories the proportion using only illegal sources remained stable.

  • while music, film and TV all saw increases in overall infringement in Wave 12, the proportion using only illegal sources remained low and stable, following the trend since 2019
  • video games also maintained a low level of those who only use illegal sources
  • while Live Sports continued to have one of the highest proportions of those using only illegal sources, the proportion was relatively in-line with Wave 11 and remained lower than those using a mix of legal and illegal. E-books followed a similar trend
  • software and Digital Magazines saw a notable increase in the proportion using only illegal sources. This group was larger than the proportion using a mix of legal and illegal sources
  • audiobooks remained in-line with Wave 11

Types of sources used at least once in the past 3 months (% of consumers in each category)

A bar graph illustrating infringement levels by % of users who infringe and % of the whole sample by category. Dgital magazines had the highest levels of infringement at 41%, whilst TV had the lower levels of infringement at 19%.

Base for 2022: those who have consumed content (i.e. downloaded or streamed/accessed) at least once in that category during the past 3 months. ‘’Download/access for free from the internet, without really being sure where it comes from” does not count as either legal or illegal and those who only selected this option not included in the base (music = 3,103, film = 2,872, TV programmes/series = 2,749, live sport = 949, video games = 1,242, software = 999, e-books = 1,070, digital magazines = 408, audiobooks = 500)

The difference between downloading and streaming

For music, film and TV, we are also able to look at infringement levels for downloading and streaming separately. Across all three categories there were higher levels of infringement for downloading when compared to streaming:

  • music continued to have considerably lower levels of infringement for streaming with 2% using a mixture of legal and illegal sources and 0% using only illegal sources. The proportion using illegal sources to download increased to 45% from 33% in Wave 11, and continued to be considerably higher than for film and TV
  • film remained relatively unchanged compared to the previous wave in terms of those who use illegal sources to download and stream (up to 4% changes). Compared to music it also had a higher proportion using illegal sources to download (26%) than to stream (18%) although this difference wasn’t as pronounced
  • TV remained behind film for both downloading and streaming infringement (22% and 14% respectively). Downloading using illegal sources did however see a notable increase from 16% in Wave 11 to 22% in Wave 12

Downloading

Only legal Mix of legal and illegal Only illegal
Music (2019) 70% 17% 13%
Music (2020) 66% 19% 15%
Music (2021) 67% 18% 15%
Music (2022) 55% 24% 21%
Film (2019) 75% 15% 11%
Film (2020) 77% 14% 9%
Film (2021) 78% 13% 9%
Film (2022) 73% 16% 10%
TV (2019) 84% 11% 5%
TV (2020) 82% 11% 6%
TV (2021) 84% 10% 6%
TV (2022) 77% 13% 9%

Streaming

Only legal Mix of legal and illegal Only illegal
Music (2019) 98% 2% 0%
Music (2020) 98% 1% 0%
Music (2021) 98% 2% 0%
Music (2022) 97% 2% 0%
Film (2019) 78% 19% 3%
Film (2020) 84% 13% 2%
Film (2021) 85% 13% 2%
Film (2022) 83% 15% 3%
TV (2019) 86% 11% 2%
TV (2020) 89% 9% 1%
TV (2021) 89% 9% 2%
TV (2022) 86% 12% 2%

Base for 2022: those who downloaded and/or streamed content in that category at least once in the past 3 months. Those who only selected “Download/streamed for free from the internet, without really being sure where it comes from or “Other” were not included in the base. (music = 3,103, film = 2,872, TV = 2,749)

Infringer profiles

Here we provide more insight into the profiles of infringers by looking at key characteristics, including demographics, behaviours and attitudes. We also estimate the size of this group within the UK population.

Base sizes for infringers (in each content category) are inclusive of anyone who has used an illegal source within the last 3 months.

  • digital magazines (41%), software (38%) and live sport (36%) had the highest rates of infringement among those who consume each type of content
  • music (25%), film (24%) and TV (19%) had lower levels of infringement but more infringers overall. For example, for TV this was 9% of our total sample, which equates to approximately 6,200,000 people in the UK

Infringement in each category and whole sample (%)

Infringement in each category and whole sample (%)

Estimated number of infringers for each category in UK population

A bar graph illustrating infringement level in each category by level of passion. In all categories those with the highest passion were more likely to infringe.
  • for most categories, men were more likely to infringe than women. For Music, film, TV, live sports, e-publishing, and digital magazines the infringement gap was 7%+
  • there was little difference between genders for video games and software

Infringement in each category by gender (%)

A bar graph illustrating the Infringement level in each category by gender.
  • for most categories, infringement levels tend to drop among older respondents (aged 45+)
  • in most categories, infringement levels among younger age groups (under 45) tend to be relatively similar
  • software, digital magazines and e-books see notable peaks among some of the youngest age groups

Infringement in each category by age (%)

A bar graph illustrating the infringement level in each category by age, showing infringement levels are higher among younger respondents and levels of infringement are lower among those aged 45+.
A bar graph illustrating the infringement level in each category by age, showing infringement levels are higher among younger respondents and levels of infringement are lower among those aged 45+.
A bar graph illustrating the infringement level in each category by age.
  • there was a fairly even spread of infringement levels across social grades for most categories. Live sports, e-books and digital magazines were slightly higher among C2DE, while video game infringement was higher among ABC1s

Infringement in each category by social grade (%)

A bar graph illustrating infringement levels across social grades. Infringement levels amongst all categories was slightly higher among C2DE, apart from video games and software.
  • across all categories, respondents who used a VPN specifically for entertainment content were more likely to have infringed compared to those who used a VPN for activity other than entertainment and those who did not use a VPN at all. For most categories, differences between those who used a VPN for entertainment content and those who did not were large (10%+)
  • for most categories, levels of infringement were similar for those who used a VPN but not for entertainment content and those who did not use a VPN at all

Infringement in each category by use of VPN (%)

A bar graph illustrating infringement levels in each category by use of VPN. The infringement level was highest among those who specially use a VPN for entertainment content.
  • across all categories there was a pattern of those with the highest passion being most likely to infringe, which subsequently declined in those with medium and low levels. This was most evident in music, software and digital magazines (all 10%+)

Infringement in each category by level of passion for category (%)

A bar graph illustrating infringement level in each category by level of passion. In all categories those with the highest passion were more likely to infringe.

Base: those who have used an illegal source at least once in that category during the past 3 months with ‘’Download/access for free from the internet, without really being sure where it comes from” not counting as either legal or illegal and those who only selected this option not included in the base (music = 789, film = 694, TV programmes/series = 535, live sport = 338, video games = 205, software = 271, e-books = 225, digital magazines = 165, audiobooks =155)

Reducing infringement

Respondents who had used illegal sources at least once in the previous 3 months were asked what they would do if these sources were no longer available to them. They were presented with a list of individual (paid and free) legal options and asked to select the one they would be most likely to use.

  • for all categories other than music, a higher proportion would turn to paid sources. In each, around half or more would do so
  • while music had the lowest proportion saying they would migrate to a paid source, still as much as a third (32%) potentially would
  • for most categories, subscriptions would be the go-to paid source. For video games and software there was a preference for paying a single fee, while for e-publishing categories with a print alternative, this was the preference

Music

Music
Paid 32%
Free 63%
Other/don’t know 5%

Top paid alternative:

18% would “pay for a subscription to, or use a paid-for premium tier of, a music streaming service (e.g. Spotify, Apple Music, Deezer Premium)”

Top free alternative:

21% would use “a video platform such as YouTube or Daily Motion to watch/listen to music”

Film

Film
Paid 56%
Free 32%
Other/don’t know 13%

Top paid alternative:

30% would “pay for a subscription to, or use a paid-for premium tier of, a video streaming service (e.g. Netflix, Amazon Prime Video)”

Top free alternative:

14% would watch “TV Catch-up services (BBC iPlayer, 4OD, Sky etc.)”

TV

TV
Paid 49%
Free 39%
Other/don’t know 12%

Top paid alternative:

27% would use a “paid subscription to an online video streaming service (Netflix, Amazon Prime Video, NowTV etc.)”

Top free alternative:

20% would watch “TV Catch-up services (BBC iPlayer, 4OD, Sky etc.)”

Live sport

Live sport
Paid 50%
Free 25%
Other/don’t know 25%

Top paid alternative:

22% would watch a “paid subscription to a sports platform that could be accessed online”

Top free alternative:

14% would watch “free scheduled broadcasts by an official source on social media”

Video games

Video games
Paid 49%
Free 41%
Other/don’t know 10%

Top paid alternative:

23% would pay “a single fee to download individual video games”

Top free alternative:

23% would download “video games for free through Apple App Store, Google Play, Playstation or Xbox Store, Steam, Origin etc.”

Software

Software
Paid 49%
Free 34%
Other/don’t know 17%

Top paid alternative:

32% would pay “a single fee for an individual software package through a software creator’s store (Adobe, Windows etc.) or through the Apple Store on your iMac or MacBook”

Top free alternative:

36% would use “for free via a software creator’s store (Adobe, Windows etc.) or through the Apple Store on your iMac or MacBook”

E-books

E-books
Paid 49%
Free 31%
Other/don’t know 19%

Top paid alternative:

19% would “buy physical copies of books through stores”

Top free alternative:

20% would access “digital or physical content made available online by a UK institution or library (e.g. at school, university, my local library etc.)”

Digital magazines

Digital magazines
Paid 46%
Free 36%
Other/don’t know 18%

Top paid alternative:

27% would “buy physical copies of magazines through stores”

Top free alternative:

24% would access “content made available for free by publishers on their own social media or website (e.g. individual articles)”

Audiobooks

Audiobooks
Paid 56%
Free 24%
Other/don’t know 20%

Top paid alternative:

14% would “pay for a subscription to a service that allows you listen to Audiobooks online (subscription to Audible, Scribd etc.)”

Top free alternative:

31% would access “content made available for free by publishers on their own social media or website (e.g. promotional chapters)”

Base for all tables: those who have used an illegal source at least once in that category during the past 3 months with ‘’Download/access for free from the internet, without really being sure where it comes from” not counting as either legal or illegal and those who only selected this option not included in the base (music = 391, film = 465, TV programmes/series = 316, live sport = 198, video games = 100, software = 184, e-books = 140, digital magazines = 125, audiobooks =108)

Behaviour Change Opportunities - Qualitative Summary

Communications Testing

In the qualitative element of the study, participants in the Online Community were shown a range of messages accompanied by imagery which focussed on the potential consequences of consuming infringing content. Messages shown were based on previous waves of message testing for this study, based on what had tested well previously and what could be built on further with participants.

The following types of messages were shown:

  • previous behaviour change campaigns, not directly linked to piracy but with strong messaging to find out if a similar tone could be used for anti-infringement campaigns
  • messages about the impact of piracy on creative industries
  • messages describing the potential risks to consumers online with regard to malware and viruses

Key Findings

  • messages about creative industries losing money or not having as many funds to create content were effective for some, but overall many participants said these industries were rich enough and didn’t believe unofficial access makes a big dent in their profits
  • messages about job losses however were seen as slightly different because they come at the issue from a more ‘human’ angle and show the real impact on lives. While still in need of robust evidence and susceptible to counterarguments, there could be potential here as job losses and financial viability of individuals were seen as key topics during this wave of research, given the cost of living crisis
  • messages about the potential risks of accessing unofficial sources in regards to malware and other cyber related dangers worried some participants. While most participants were already aware of these risks and many simply dismissed these messages, others were more anxious about this and such messages held more sway
  • coming from a different angle, this year in particular, there were many who felt that it was up to the industry to change and provide some solutions, especially at a time when the cost of living was growing exponentially
  • also of note this year was the fact that, compared to previous waves (where an authoritative tone was seen to work well or where ideas like a three strike system for illegal downloads were seen as effective), many participants now called for an ‘understanding’ tone and for campaigns from the industry to feel cooperative and working with, not punishing, the consumer

What this means for campaigns directed at consumers

Since the inception of the qualitative side of this research 4 years ago, it has become clear that different types of consumer are likely to respond to different types of messaging. In previous years, the following groups were identified:

  • savvy Infringers who are experienced in finding different sources of free content and feel confident in their behaviours
  • cautious Infringers who may infringe less regularly, be less certain about what exactly constitutes online infringement and be more concerned about any potential repercussions

This year, we have added more depth to these groups by expanding further on what it is that may cause some people unease and reframing slightly how the groups are categorised. We have looked along attitudinal lines and grouped participants from the qualitative sample into three groups accordingly:

  • those with moral concerns about using unofficial sources
  • those with malware related concerns about using unofficial sources
  • those with no substantial concerns about using unofficial sources

With regards to communications therefore, it can be hypothesised that the following types of campaign might work per group:

Those with moral concerns about using unofficial sources:

  • messages about job losses

Those with malware related concerns about unofficial sources:

  • messages detailing new safety threats

Those with no substantial concerns about using unofficial sources:

  • messages which use the current financial context to highlight the importance of legal access

Whether reporting consumers holds potential

Across the community, many said they were not aware that they could report others for IP infringement. Generally, they felt it was not a fact that was well known in general. It was not seen as something which necessarily concerned participants because many felt that others they knew also accessed content this way or that no one would realistically have reason to report them.

Asked whether they would report someone for infringing, most said they would not and stated various reasons:

  • that there would be no benefit to themselves of reporting someone
  • that it would seem hypocritical if they used unofficial sources themselves/there could be danger of vindictive behaviour against them
  • that the police have higher priorities to be dealing with than IP crime

However, when asked whether they would consider incorporating the fact that someone could report another individual into a campaign, some felt this could be an opportunity as it might deter some people who were thinking about infringing for the first time or were nervous about it.

Yet, it would be worthwhile to consider the cooperative tone which is advisable in communications this year given the current circumstances and whether such a message would seem at odds with this ethos.

Background

IPO has been tracking consumer behaviour (among the 12+ population in the UK) in relation to online copyright infringement since 2012. Now in its twelfth wave of survey data, the Online Copyright Infringement (OCI) tracker has established itself as the most robust and insightful study in this space, globally. Australia, Canada and Germany have sought to replicate the study and the IPO is hopeful that other countries will follow.

The study itself focuses on specific content categories, looking at infringement behaviours as well as other topics that help to contextualise and explain them. Given the rapid nature of technological advancements, the study is conducted annually to ensure that the IPO is able to monitor the impact of new online platforms on infringement behaviours.

Findings from the IPO’s OCI study are widely disseminated and help to inform high-level decision-making. This includes monitoring infringement behaviours, tracking the effectiveness of educational campaigns looking to mitigate such behaviours, facilitating evidence-based policy making and liaising with stakeholders within the relevant content industries.

In 2019, IPO commissioned AudienceNet to conduct the OCI study for the first time. IPO wanted AudienceNet to replicate key elements of the existing methodology, to enable comparability with previous waves of data, while also adding value to the study.

Methodology

Prior to the ninth wave, the research was purely quantitative with 4,500 online and 500 face-to-face interviews. Since the ninth wave, AudienceNet has employed a two-staged, mixed methodology, approach. The process was designed to replicate robust measurement while also offering additional depth of insight.

Stage 1: Online Survey

  • online data collection, with fieldwork taking place between 07/04/22 and 31/05/22
  • 15-minute survey
  • N= 5,000
  • Nat Rep of UK +12 population

Stage 2: Ongoing Qualitative Engagement

  • online Community, with fieldwork taking place between 23/05/22 and 27/05/22
  • mixture of research tasks, experimental conditions and discussion topics
  • 5 days
  • N= 50
  • infringers aged 16+

Stage 1 – Online Survey

The twelfth wave used the same streamlined questionnaire that had been the basis of the OCI since Wave 9 in 2019. The main change compared to waves preceding the ninth wave was that a less direct approach was taken to finding out whether illegal sources are used, in order to encourage more honesty. More specifically, rather than asking this outright, respondents were shown a list of options and the classification of legal or illegal was done based on the options chosen.

Along with conducting yearly questionnaire hygiene checks (e.g. ensuring sources of access are up to date), a new section was also included which looked at awareness and likelihood of reporting IP crime.

Quotas were set to ensure that the survey sample (N=5,000) was representative of the UK 12+ population in terms of age, gender and region. All respondents had internet access (i.e. the offline population was not included). The survey sample was sourced through AudienceNet’s network of professionally managed, ESOMAR compliant, online UK consumer research panels. While this is a cost-effective approach, one limitation is that it comprises people who have opted in to take part in research.

The survey took, on average, 10 minutes for respondents to complete. There was a dropout rate of 33%.

This year, 8 content categories were included in the research: music; film; TV programmes/series; live sports; video games; software; e-publishing (split into e-books, digital magazines and audiobooks); and digital visual images.

The level of detail captured varies for some of the content categories:

  • for music, film, TV programmes/series, respondents were asked about downloading and streaming separately
  • for all other categories, respondents were asked about streaming/accessing and downloading together, where relevant
  • for digital visual images, respondents were only asked about infringement behaviours and a supplementary question on what they did with the images they had downloaded/accessed

The most recent four waves (2019 to 2022) saw changes for some categories that impact comparability with previous data in relation to the e-publishing categories:

  • in the ninth wave the e-book category was broadened out to include all e-publications
  • in the tenth wave e-publishing was split out into three separate categories (e-books, digital magazines and audiobooks) with the ‘passion’ questions still asked at an overall level for these three categories

Stage 2 – Ongoing Qualitative Engagement

The primary aim of the Online Community was to investigate, in more depth, the drivers and barriers to accessing online content via illegal sources, especially in the context of the “cost of living crisis” and the impacts this may have had on infringement this year. As in previous years, it also sought to test and co-create communications materials to inform potential communications to be used by the IPO to facilitate positive behaviour change.

Upon analysis of the data from the Online Survey, AudienceNet identified key population segments to focus on in the qualitative stage. N=50 representatives of these groups were then recruited into a 5-day Online Community. These respondents accessed content via illegal sources, although some were heavier users while others used a more even mix of legal and illegal sources.

The Online Community took place from 23-27 May 2022.

For reasons of qualitative validity (i.e. convergence of insights), six of the content categories were focused on in-depth in the Community. Due to the low numbers of the sample who consumed digital magazines, the qualitative research on e-publishing only focused on e-books.

While the quantitative stage of research provides the base of the tracker and remains consistent year on year, the qualitative element seeks to unpick the key opportunities for greater insight on certain topics and knowledge building for future communications work. This year, the Online Community focussed on changes in consumption and methods of accessing content as well as attitudes towards infringement and behaviour change campaigns.

Number of Participants in Community: N=50 with equal representation across 6 categories:

Music
TV
Film
Video Games
E-books
Live Sports

To gain their trust and encourage honesty, those taking part in the Community were given further assurance that their responses would be anonymous and that no action would be taken against anyone indicating that they illegally access content. However, given the sensitive nature of discussions, only those 16+ were invited to take part.

The report begins with a review and comparison of key trends across each content category. This is based on OCI 2022 data, with comparisons made with previous waves where relevant.

Each content category then has its own bespoke section, based on 2022 results. Qualitative insights are included for content categories covered within the Online Community.

The report ends with a summary of key findings that are relevant for future behaviour change campaigns. Results are largely based on the communications testing and co-creation activities conducted in the qualitative research.

Interpreting the data:

  • due to the changes in the way levels of infringement are captured, we advise caution when comparing 2019-2022 data with previous waves
  • where (single choice) question percentages do not add up to 100%, this is due to rounding of the data
  • where base sizes are below N=30, results must be interpreted with caution
  • margin of error: With any piece of research, it is almost never feasible to measure the entire population and thus achieve results that are 100% accurate. We must, therefore, take into account the potential for error. As a guide, we advise caution when interpreting results that have less than a (+/-) 3/4 % difference

OCI 2022 Context - Life during the Covid-19 Pandemic and the impact of long-term social restrictions

Qualitative Summary

When qualitative conversations were held for this research in May 2022, the UK had come out of more than two years of social restrictions which comprised periods of national lockdowns a couple of months earlier. Though many were relieved that life was returning to what seemed normal, the past couple years and the remaining underlying presence of Covid-19 had exhausted and drained many of the participants we spoke to.

In addition, with the political and economic turmoil earlier in the year leading to a cost of living crisis up and down the UK, participants now had another challenge to contend with. Some had already faced financial hardship during the Covid-19 pandemic which was now being compounded by the rising cost of living, and others who had not suffered financially during the pandemic were now worried about what the next months would hold.

A few reported that they had already tried to cut costs where they could, by no longer going out to eat as much or doing an audit of their spending and seeing where they could cut back. Only some participants felt confident that their accustomed lifestyle would be sustainable over the next year.

With this backdrop of continuous and sustained emotional stress or unease for many, it is unsurprising that entertainment continued to be considered very important to participants in relation to helping them unwind and escape from daily life.

The role of entertainment this year

Entertainment was seen as something which could help boost participants’ mood and distract from any worries and in a year like this, some participants felt particularly reliant on their favourite entertainment categories. Previous waves during the pandemic had shown how entertainment could serve almost as a companion during times of lockdown where some felt isolated. Now, entertainment was said to help many by distracting them from uncertainty around money and anxiety around going back into a world without social restrictions for some.

However, the rise in the cost of living experienced across the UK meant that while participants wanted to keep consuming all their entertainment at the same rate they had been, some were thinking about cancelling some of their subscriptions to save money. This was particularly the case with video based entertainment such as films, TV series and live sports where content was split across multiple platforms and some felt they could not justify paying for more than one or two.

Other categories also saw participants wondering about saving money and finding ways of accessing content for free or from other people. For some, this meant they may use more unofficial sources but others said they would find free content via legal means.

Quite stressful and not a great time for me personally. I would say I’ve been watching more TV content just to escape from day to day life.

Female, 25-34, TV

There has been a lot of challenges over the past year. Due to lockdown and homeschooling as well as the rising cost of living. Last month we went to the cinema for the first time in over two years due to lockdown ending. However, the challenge now is finding the cost for services such as online streaming and cinema trips.

Female, 25-34, Film

I have spent time reading, gardening, doing DIY jobs around the house, watching more films on Netflix and BBC iPlayer. However, we have reduced the amount of time and money spent going out. We have also spent less time on Sky channels which we have cancelled.

Male, 55+, Film

I’ve definitely been playing video games more, as I’m staying at home more now instead of going out so I can save money because it’s far too expensive to go out.

Male, 25-34, Video Games

I have found it quite stressful due to prices going up and experiencing lockdowns and the general Covid situation wasn’t great.

Male, 25-34, Live Sports

The past year has been very difficult. Recovering from the Covid pandemic and all the price rises has been really hard. I definitely don’t buy as many books and am looking for free reads more often. I’ve just got all my novels out of storage to read to save a bit of money and might have to start selling them off.

Male, 45-54, E-books

(e.g. sharing on social media, including within presentations etc). As such, we cannot be sure of
the full extent of copyright infringement.

  1. Passion levels were derived by scoring answers to a range of statements. The full list of statements can be found in the category sections of the report. They were scored on the basis of strongly agree=1, agree a little=2, disagree a little=3; strongly disagree=4. “High” was a score of 6-12, “Medium” 13-17 and “Low” was 18 or more. 

  2. This was not included in the overall infringement figure as respondents were not asked about how they go on to use the images they access, and whether this is mainly for personal or public use