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Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 17:00 h (SGT)
Lun - Ven, 10:00 - 18:00 h (JST)
Lun - Ven, 9:00 - 18:00 h (GMT)
Lun - Ven, 9:00 - 18:00 h (EST)
Key regions: Canada, United Kingdom, France, South Korea, Germany
The Creative Software market in Europe is a dynamic and rapidly evolving industry that caters to a diverse set of customers ranging from individual artists to large corporations.
Customer preferences: Customers in Europe are increasingly looking for creative software that provides a seamless user experience and is compatible with a variety of devices. They also prefer software that integrates with other tools and services to streamline their workflow. Furthermore, there is a growing demand for cloud-based software solutions that offer greater flexibility and accessibility.
Trends in the market: One of the key trends in the European Creative Software market is the rise of Artificial Intelligence (AI) and Machine Learning (ML) technologies. These technologies are being used to automate repetitive tasks, enhance the quality of creative output, and provide new ways for artists to express themselves. Another trend is the increasing popularity of mobile and tablet-based creative software, which allows artists to work on the go and collaborate with others in real-time.
Local special circumstances: The European market is highly diverse, with each country having its own unique set of cultural and linguistic factors that influence customer preferences. For example, countries with a strong tradition of graphic design and advertising, such as the UK and Germany, tend to have a higher demand for software that caters to these industries. Additionally, countries with a large film and animation industry, such as France and Spain, have a greater demand for software that supports these sectors.
Underlying macroeconomic factors: The European Creative Software market is influenced by a range of macroeconomic factors, including the overall health of the European economy, technological advancements, and changes in consumer behavior. The COVID-19 pandemic has also had a significant impact on the market, with many artists and creative professionals turning to digital tools to continue working remotely. The increasing popularity of e-commerce and online marketplaces has also made it easier for customers to access and purchase creative software from anywhere in the world.
Data coverage:
The data encompasses B2B, B2G, and B2C enterprises. Figures are based on the allocation to the country where the money was spent at manufacturer price level (excluding VAT).Modeling approach / Market size:
The segment size is determined through a top-down approach. We use financial statements such as annual reports, quarterly earnings, and expert opinions to analyze the markets. To estimate the segment size for each country individually, we use relevant key market indicators and data from country-specific industry associations such as GDP, level of digitization, GDP sector composition, and observed level of software piracy.Forecasts:
We use a variety of forecasting techniques, for instance, advanced statistical methods, depending on the behavior of the relevant segment. The main drivers are the GDP and the level of digitization.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level.Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 17:00 h (SGT)
Lun - Ven, 10:00 - 18:00 h (JST)
Lun - Ven, 9:00 - 18:00 h (GMT)
Lun - Ven, 9:00 - 18:00 h (EST)