The UK’s creative industries generated £145.8bn of gross value added in 2024 on DCMS’s provisional, revised basis (5.5% of the economy), grew 4.6% in a year when the whole economy grew 1.0%, and employ 2.46 million people. Creative services exports reached £59.4bn in 2023 with a £21.1bn surplus. The playbook has four moving parts: a statistical definition adopted in 1998 that made the sector visible, a tax-credit system that paid out £2.45bn in 2024-25, a public-service broadcasting and arts-council base, and the June 2025 Creative Industries Sector Plan, which added £380m and a target to double business investment to £31bn by 2035. The model’s weak points are London concentration, freelance precarity and dependence on US studio spend.
The UK creative industries playbook is the most copied national strategy for turning culture into measurable economic output. In this guide the Kurums Startup team sets out how Britain defined, measured, subsidised and exported its creative sector, what the 2024-2026 numbers say, and which parts of the model a founder, investor or policymaker can borrow. It belongs to our Arts & Creative Economy hub and sits beside our playbooks on South Korea’s Hallyu export engine and the French and Italian heritage-and-luxury model.
How big are the UK creative industries in 2026?
DCMS’s provisional estimate for 2024 is £145.8bn of GVA, 5.5% of the UK total, up 19.7% in real terms on 2019. The sector supports 2,464,000 filled jobs (2025), 17.3% more than in 2019, and exported £59.4bn of services in 2023, 12.7% of all UK services exports.
What does the government actually spend?
Creative tax reliefs cost £2.45bn in 2024-25 across 5,300 claims, led by high-end TV (£936m) and film (£702m). The June 2025 Sector Plan added £380m, including a £150m Creative Places Growth Fund, £30m each for music and video games, and £25m for CoSTAR R&D labs.
What is the biggest risk to the model?
Dependence on inward investment. Of the £6.8bn spent on film and high-end TV production in 2025, 85% (£5.8bn) came from inward-investment projects, mostly US studios and streamers. A US tariff on foreign-made films, a strike or a studio retrenchment would hit UK crews before anyone else.
What exactly counts as a “creative industry” in the UK?
The UK defines creative industries as nine sub-sectors, from advertising and architecture to film, games, music, publishing and IT/software, using a 1998 DCMS definition refined in 2014 around “creative intensity”. That statistical choice is why Britain can report a single sector figure and lobby with it.
The 1998 Creative Industries Mapping Document, published under the then Department for Culture, Media and Sport, was the first time a national government grouped these activities under one label and attached a number to them. The current method counts an industry as creative if a high enough share of its workforce holds creative occupations. That is the reason IT, software and computer services sit inside the definition and contribute £62.4bn of the 2024 total, by far the largest slice, while the “cultural sector” that most people picture (museums, performing arts, heritage) is measured separately at £40.3bn, or 1.5% of UK GVA.
Two sets of numbers circulate and they are not contradictory. The Sector Plan press release of June 2025 cites “£124bn a year” and 2.4 million jobs, which is the 2023 figure. The DCMS provisional estimate for 2024, published on a revised national-accounts basis, is £145.8bn. Anyone quoting the sector should state which year and which vintage they are using.
The definition matters for policy because it is the unit the Treasury recognises. When the Industrial Strategy of June 2025 named eight “growth-driving sectors”, the creative industries were on the list alongside advanced manufacturing, life sciences and financial services. A sector that could not be counted would not have been there.
How did Britain get to £145bn of creative GVA?
Through a long stack of policies rather than one programme: a public-service broadcasting system that trains talent, tax credits introduced in 2007 and widened since, Arts Council and lottery funding, a strong higher-education pipeline and English-language access to the US market. Growth has outpaced the economy in most years since 2010.
The DCMS series shows creative industries GVA 60.3% higher in real terms than in 2010, against far slower growth for the economy as a whole. Within 2024, IT and software grew 8.7%, architecture 6.8%, film, TV, radio and photography 4.6% and advertising and marketing 2.1%. The cultural sector grew 2.4%, with film, TV and music at £23.8bn and the arts at £11.4bn, but five of its nine sub-sectors shrank, a reminder that “creative industries” growth is mostly a digital and screen story.
The screen sector is where the policy stack is most visible. The British Film Institute’s official statistics for 2025 record £6.8bn of film and high-end TV production spend in the UK, up 22% on the first-reported 2024 figure. Film alone reached £2.77bn across 193 productions, the highest annual film spend on record, and high-end TV £4.03bn. That activity exists because of a tax credit, a skills base built by the BBC, Channel 4 and the National Film and Television School, and studio capacity at Pinewood, Shepperton, Leavesden and newer sites.
Exports are the other engine. The Creative Industries Council’s analysis of DCMS trade data puts creative services exports at £59.4bn in 2023, 12.7% of all UK services exports, with a trade surplus of £21.1bn. The UK Creative Industries International Strategy, published in 2024, frames the ambition as raising that figure and diversifying beyond the US and EU.
How do the UK’s creative tax credits work and what do they cost?
Since 2024 the UK runs expenditure credits rather than deductions: the Audio-Visual Expenditure Credit pays 34% of qualifying UK spend on film and high-end TV, rising to 39% for animation, children’s TV and visual effects, and the Independent Film Tax Credit pays 53% on films budgeted under £15m. Total creative reliefs cost £2.45bn in 2024-25.
HMRC’s creative industries statistics published in September 2026 show £2,454m paid across 5,300 claims for the 2024-25 financial year, up from £2.28bn the year before. High-end TV took £936m (down 10% as the post-strike production dip fed through), film £702m (up 39%), video games £395m (up 18%), theatre £258m, orchestras £55m, museum and gallery exhibitions £41m, animation £38m and children’s TV £29m. The theatre and orchestra reliefs are the under-reported part: 1,405 theatre claims show how deeply a credit designed for Hollywood productions now reaches regional stages.
The economics are simple. A US studio shooting a £100m film in the UK recovers roughly £25m net after corporation tax on the credit, and the Treasury’s own evaluations, along with industry-commissioned studies by Olsberg SPI, argue the gross return in jobs, VAT and income tax exceeds the cost. Critics, including TaxWatch UK, point out that the cost has roughly tripled since 2017 and that most beneficiaries are foreign-owned, which is partly the point and partly the vulnerability.
What makes the UK system attractive to producers is predictability rather than generosity. Several US states and Hungary offer higher headline rates. Britain’s advantage is a credit written into primary legislation, administered by HMRC with a cultural test run by the BFI, paid within months and not capped by an annual budget. Our comparison of film tax credits by country goes through the rates in detail.
What is in the 2025 Creative Industries Sector Plan?
Published on 23 June 2025 as part of the Industrial Strategy, the Sector Plan commits £380m of new money, names six priority clusters outside London, sets a target to double business investment in the sector from £17bn to £31bn by 2035, and channels growth capital through the British Business Bank.
The government’s announcement itemises the package. The largest line is a £150m Creative Places Growth Fund for six regions, among them Greater Manchester, the West Midlands and the North East, intended to co-fund studios, incubators and infrastructure with mayoral authorities. UKRI gets at least £50m for a new wave of creative clusters, bringing its cluster programme to £100m, and £25m for five CoSTAR research labs in virtual production and real-time technology. There is a Music Growth Package of up to £30m, a Video Games Growth Package of £30m, £10m for the National Film and Television School to train 2,000 people over a decade, a £9m creative careers service and a pledge of 2,000 new film and TV apprenticeships.
The plan also makes institutional changes that matter more than the headline sum. The British Business Bank’s £4bn Industrial Strategy Growth Capital is opened to creative businesses, with a mandate to address the equity gap for scale-ups in games, music tech and immersive content. A “Creative Content Exchange” is proposed to help rights holders license archives and data, including to AI developers, a response to the 2025 fight over copyright exemptions for AI training that the sector largely won in Parliament.
What the plan does not do is set a GVA target or a public spending commitment beyond 2029. Industry bodies welcomed the money but noted that £380m over several years is small against a £2.45bn annual tax-credit bill, and that the real test is whether the regional funds move production decisions that are currently made in Los Angeles and London.
Which regions and cities carry the sector, and is it too London-heavy?
London and the South East produce well over half of creative GVA, which is the model’s most criticised feature. The 2025 Sector Plan answers with six named clusters, but DCMS regional data show that the imbalance is structural: film, advertising and software concentrate where clients and capital are.
The regional GVA tables published by DCMS consistently show London alone accounting for roughly 40% of creative industries output, with the South East adding another large block. Outside the capital, the strongest clusters are Greater Manchester (MediaCityUK, the BBC’s northern base and a games cluster), the West Midlands (games in Leamington Spa, broadcasting in Birmingham), Bristol and Bath (animation, natural-history filmmaking, Aardman), Leeds (Channel 4’s headquarters since 2019), Cardiff (drama production), Glasgow and Dundee (games), and Belfast, where Northern Ireland Screen’s support turned the region into a drama hub during the Game of Thrones years.
The Creative Industries Policy and Evidence Centre, funded by the Arts and Humanities Research Council, has mapped these clusters and found that productivity gaps between London and the regions are smaller in creative industries than in finance, and that the best-performing regional clusters are those with a public anchor institution, such as a broadcaster, a university or a studio. That evidence is the basis for the Creative Places Growth Fund.
The counterargument is that the UK’s regional spending is modest and recent. The £150m fund is spread over six regions and several years. By comparison, South Korea’s culture ministry budget for 2026 is 7.85 trillion won, around £4.2bn, with a dedicated regional culture line, and France’s décentralisation policy has funded regional theatres and art centres since the 1960s.
How does the UK compare with other creative-economy models?
The UK leads Europe on creative services exports and on screen inward investment, but South Korea now out-exports it in content per head, France spends more public money per capita on culture, and the US market dwarfs both. Each model is a different answer to the question of what the state should fund.
| Country | Headline sector size | Main policy lever | Export strength |
|---|---|---|---|
| United Kingdom | £145.8bn GVA, 5.5% of economy (DCMS, 2024 provisional) | Expenditure credits (£2.45bn in 2024-25), Sector Plan £380m | £59.4bn creative services exports (2023), £6.8bn screen production spend (2025) |
| South Korea | 157.4tn won content sales (2024, MCST) | KOCCA grants, 430bn won K-Content Fund (2026), 1.62tn won content budget | $14.9bn content exports (2025), 60% games |
| France | €54.1bn direct cultural value added, 2.1% (DEPS, 2024) | CNC levies and €772m support (2025), 60% mécénat deduction | €1.3bn audiovisual export flows (2024); luxury and heritage tourism |
| Italy | €115.8bn cultural and creative value added, 5.7% (Symbola, 2025 data) | Art Bonus 65% credit (€1.14bn raised since 2014), 40% film credit | Design, fashion, heritage tourism (€382m state museum tickets, 2024) |
| Türkiye | ₺408bn cultural expenditure, 0.9% of GDP (TÜİK, 2024) | Ministry cinema supports, foreign production rebate, private foundations (İKSV) | TV series exports roughly $500m-$680m a year (2023-24), 170 countries |
The UK model is closest to a market-led system with targeted fiscal support: it does not run a state content fund on the Korean pattern or a levy-funded film agency on the French pattern. Instead it relies on the BBC licence fee (roughly £3.7bn a year) as an indirect training and commissioning subsidy, on tax credits that follow private investment, and on Arts Council England’s grant-in-aid for the non-commercial base. That mix explains why Britain is strong where private demand exists (screen, games, advertising, music) and comparatively weak where it does not (regional theatre, grassroots music venues, of which roughly 125 closed in 2023 according to the Music Venue Trust).
Türkiye offers an instructive contrast. Its TV-series industry grew to the world’s second-largest exporter with almost no public subsidy, driven by private broadcasters, long-form formats and cheap production. Turkish policymakers now face the mirror image of the UK problem: how to add a credible incentive and data layer to an industry that was built without one. Our Türkiye creative economy playbook covers that debate.
What do founders and investors get from the UK ecosystem?
Four things: a tax credit that lowers production risk, a deep talent pool trained by broadcasters and universities, the London market for advertising and music rights, and a scale-up finance system that is improving but still thin outside screen. Equity for creative companies remains the gap the Sector Plan tries to close.
For a games studio, the Video Games Expenditure Credit at 34% of UK core spend, combined with R&D credits and the Enterprise Investment Scheme for early investors, makes Britain one of the cheaper places in Western Europe to build a team, which is why the UK games industry employs over 25,000 people in development and why Leamington, Guildford, Dundee and Edinburgh host studios owned by Sony, Ubisoft, Rockstar and Electronic Arts. The 2025 plan’s £30m games package funds prototypes and publishing support through the UK Games Fund.
For music, the UK is the second-largest exporter of recorded music after the United States, with UK Music putting exports at roughly £4.6bn in 2023. The commercial infrastructure (Universal, Sony and Warner’s UK operations, the PRS and PPL collection societies, and the O2 and Wembley as touring anchors) is the asset; the £30m Music Growth Package is aimed at independent labels and export missions. Our piece on the economics of a stadium tour explains why London’s venue capacity matters so much to this.
For investors, the limitation is at Series A and beyond. British Business Bank research has found creative businesses less likely to receive equity than other high-growth sectors, partly because intellectual property is hard to collateralise. The Sector Plan’s answer is to direct the Bank’s growth capital toward the sector and to use the Creative Content Exchange to make IP more legible. Whether that works will show up in the deal data by 2027. Readers can compare with our Venture Capital hub for how creative deals differ from software.
What should other countries copy from the UK, and what should they avoid?
Copy the measurement system, the legislated tax credit and the cultural-test governance; avoid the over-reliance on foreign studio spend and the late attention to regional balance and worker precarity. The UK’s lesson is that policy credibility compounds, and so do structural imbalances.
The exportable elements are specific. First, an annual official statistic produced by the culture ministry with national statistics accreditation. Second, a tax credit in primary legislation with a published cultural test and an arm’s-length administrator, which gives producers certainty for multi-year commitments. Third, an industry council (the Creative Industries Council, co-chaired by ministers and executives since 2011) that gives the sector a single voice. Fourth, the use of public broadcasters as training institutions: a large share of UK drama producers, cinematographers and showrunners started at the BBC or Channel 4.
The elements to approach with caution are also specific. DCMS employment data show creative industries employment grew 17.3% between 2019 and 2025, but self-employment accounts for roughly a third of the creative workforce, double the UK average, and freelancers bore the full cost of the 2023 production slump without the safety nets available to employees. The emphasis on inward investment means UK-owned IP is under-represented: the BFI counts most of the £6.8bn as foreign-controlled projects. And the concentration of output in London is now baked in, with the regional funds arriving decades after the imbalance formed.
For a mid-sized country, the realistic version of the UK playbook is to pick two or three sub-sectors where private demand already exists, build the statistical and fiscal layer around them, and leave broad cultural subsidy to a separate, non-industrial budget. That is roughly what Korea did with games and music and what Türkiye could do with series and games.
Frequently Asked Questions
Why do some sources say £124bn and others £145bn for UK creative GVA?
They are different years and different vintages. The £124bn figure is the 2023 estimate quoted in the June 2025 Sector Plan. The £145.8bn figure is DCMS’s provisional estimate for 2024, published after the Office for National Statistics revised its national accounts. Both are on the same nine-sub-sector definition, which includes IT and software. Always cite the year and the publication date when using either.
What is the Audio-Visual Expenditure Credit rate in 2026?
The AVEC pays a taxable credit of 34% of qualifying UK expenditure for film and high-end TV, 39% for animation and children’s TV, and 39% on visual-effects costs since April 2025 with the 80% cap removed for VFX. The Independent Film Tax Credit gives 53% on films with budgets up to £15m. Video games receive 34% under the VGEC. Net of corporation tax, the effective benefit is roughly 25% to 40% of qualifying spend.
How many people work in the UK creative industries?
DCMS estimates 2,464,000 filled jobs in the creative industries in 2025, 17.3% more than in 2019 and 57.8% more than in 2011. The cultural sector, measured separately, has 762,000 jobs. All DCMS sectors excluding tourism account for 4.16 million jobs, 12.1% of UK employment. A high share of creative work is freelance, which the official survey undercounts in downturns.
Did UK film and TV production recover after the 2023 strikes?
Yes in value, not yet in volume. BFI statistics show £6.8bn of combined film and high-end TV spend in 2025, up 22% on 2024, with film at a record £2.77bn. But the number of high-end TV shows starting production fell to 168 from 181, so the money is concentrating in fewer, larger projects. Domestic UK-financed productions remain below their 2019 count.
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