State of the music creator economy Post-lockdown growth

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20,000 foot view: The Covid pandemic created a unique catalyst for the music creator economy. More time on hands and more cash in pockets gave novices and veterans alike the opportunity to spend both more time and money making music. Though the pandemic was a peak, it also marked the start of a new era for the music creator economy across every one of its aspects, from revenue to creation to remuneration. This report presents an end-to-end assessment of today’s music creator tools marketplace.
Key insights
SECTION ONE: The top of the funnel
- As of 2022, of consumers played an instrument, up by points from 2021, showing the long-term impact of the lockdown boom million people either play an instrument or plan to learn, representing the total addressable market (TAM) for creator tools
- The number of creators uploading and sharing directly online grew by while those self-releasing to streaming grew by just
- Younger creators are going from faster than ever, empowered by simplified tools, more sounds, and skills sharing
- More than ever, active buyers of musical instruments are the entering the creator tools marketplace
SECTION TWO: Music creators
- Proficiency increases steadily with age, with just of reporting themselves as being advanced compared to of
- The average full-time music creator professional earns while part-time pros earn
- Ableton Live is the most widely used DAW especially among electronic music producers, followed by Reaper and Cubase
- Audio interfaces USB / MIDI controller keyboards and microphones are the most widely owned and used hardware
SECTION THREE: Spend
- Music creators spend an average of on creator tools, meaning that they spend roughly one dollar for every five that they earn
- Expenditure has an inverse correlation with proficiency – beginners spend times their music income, compared to only for advanced creators
- Total music creator tools software and services revenue was billion in 2021, across learning, collaboration, production, sounds, funding, commerce, distribution, marketing, and commercial
SECTION FOUR: Market outlook
- The base of music creators (those who produce and / or record) will grow from million in 2021 to million in 2030
- Subscriptions represented of all software, sounds and services revenues in 2021 million) and will grow to billion, with million subscribers spending an average of a year
- DAWs revenue will go from million in 2021 to billion in 2030, plugins and VSTs will go from million to billion, sounds will go from million to billion, and skills and learning will go from million to billion
- Keyboards, synths and grooveboxes was the second largest hardware category in 2021, with billion, and will decrease by to reach billion in 2030
- Music production hardware was the largest segment, with revenues of billion, and will outpace the market, growing by to reach billion by 2030
Companies and brands mentioned in this report: Ableton, Akai, Allen & Heath, Amp, Amuse Fast Forward, Apple, Apple Loops, Arcade, Armin van Buuren, Avid, BandLab, Bandzoogle, Beatclub, Beatport, BeatStars, Cakewalk, CD Baby, Coursera, Create Music Group, Creative Intell, Cubase, Distrokid, Elk, Fiverr, Focusrite, Fender, Fender Play, Flux, Fortnite, FL Studio, Google, Hi Fi, IK Multimedia, Instagram, iRig, iZotope, Kickstarter, LANDR, Linkfire, Live, Logic Pro, Loopcloud, Mackie, MAG Signature Sounds, Masterclass, Merchbar, meta, Musika, NetEase Cloud Music, Output, Pandora, Patreon, Plugin Alliance, Play Virtuoso, PreSonus, ProCollabs, Producer Tech, ProTools, Reaper, Reels, RightsHUB, Roblox, Scarlett, Session Studio, Shorts, Songsplits, SoundBetter, SoundCloud, Soundtrap, Spitfire Audio, Splice, Splits, Spotify, Square, Stem, Studio One, TakeLessons, Tidal, TikTok, Tracklib, TuneCore, Twitch, Twitter, Udemy, Ultimate Guitar, United Masters, Universal Audio, VIP Pelian, Waves Audio, YouTube