
As highlighted by the authors of the "Behind The Screens" report, published at the end of 2024 by UNESCO, digital creators operate for various reasons. Most frequently, they emphasize sharing knowledge (26%), earning income (23.8%), and providing entertainment (23.4%). Less common motivations include expressing opinions (13.8%) or promoting specific causes (5.8%).
For instance, Amanda da Cruz Costa from Brazil emphasizes her engagement in climate activism, while Faith Sycaoyao from the USA sees her mission as inspiring others through art. Creators, despite working in different fields, combine personal passions with a mission to influence the world.
Main Motivations:
- Sharing knowledge: 26%
- Earning income: 23.8%
- Entertainment: 23.4%
- Expressing opinions: 13.8%
- Promoting causes: 5.8%
Content Credibility Issues
A significant portion of creators (62%) admit that they do not thoroughly verify information before publishing. Popularity – measured by likes and views – is their main indicator of credibility (41.7%). Further down the list are recommendations from friends (20.6%) and evidence in the content (17%).
Indicator | Percentage of Creators |
---|---|
Popularity (likes, views) | 41.7% |
Recommendations from friends | 20.6% |
Author’s reputation | 19.4% |
Evidence and documentation | 17% |
The lack of systematic data verification poses risks to content audiences. UNESCO recommends intensifying training for creators to promote better media practices.
Law, Ethics, and Hate Speech
The study reveals that 59% of creators are unaware of regulations regarding freedom of speech or copyright laws. Only 32.4% of respondents claimed a good understanding of these regulations.
Insufficient legal knowledge is also linked to ethical issues. Only 50% of creators always disclose their content sponsors, undermining the transparency of their actions. This points to the need for implementing ethical standards in the influencer industry.
One of the biggest challenges for creators is hate speech. As many as 32.3% of respondents have experienced it firsthand, with 31.5% ignoring such incidents and only 20.4% reporting them to platforms.
Creators and Social Media Platforms
The relationship between creators and platforms is crucial for their success. The report indicates that 67.8% of respondents find platform guidelines clear, although most believe that technical support could be improved.
Aspect | Percentage of Respondents |
---|---|
Clarity of guidelines | 67.8% |
Content moderation | 64.6% |
Technical support | 65.9% |
Safety management | 69.3% |
Introducing better algorithms and a more human approach to moderation could improve the quality of collaboration between creators and platforms.
Training and Support
The report highlights a significant demand for training. Only 13.9% of respondents have participated in any ethics or legal courses, although 73.7% expressed interest in free UNESCO programs.
What Can Help Creators?
- Access to training in ethics and law.
- Tools to combat hate speech.
- Better collaboration with social media platforms.
Implementing such initiatives would allow creators to operate more responsibly and professionally. The UNESCO report shows that digital creators play a key role in shaping public opinion and promoting credible content. However, for their influence to be positive, they need support through training, regulations, and better relations with platforms.
The research was conducted on a group of 500 creators from 45 countries and included 20 in-depth interviews. The full UNESCO "Behind The Screens" report is available for free at https://news.un.org/en/story/2024/11/1157546.
COMMERCIAL BREAK
New articles in section Media industry
Television 2025. Report by the European Broadcasting Union
Krzysztof Fiedorek
Europeans are watching less and less television. In 2024, the average viewing time was 3 hours and 13 minutes per day. Only 54% of young people had any contact with TV, and public broadcasters held a 23% share. Television is losing relevance, especially among the youngest viewers.
Mobile games in Poland. Market value and forecasts
Newseria, KFi
In 2030, the number of mobile game users in Poland may exceed 7.1 million, and market revenue will approach 470 million dollars, according to Statista data. As the number of gamers increases, the market for mobile gaming devices is also expanding.
Paid journalistic content. Market trends and forecasts by Reuters Institute
Krzysztof Fiedorek
Only 18 percent of internet users pay for online news access, and the rate has not increased for the third year in a row. Norway sets records with 42%, while Greece does not exceed 7%. Globally, nearly one in three subscribers cancels after a year.
See articles on a similar topic:
Radio, Streaming, and Podcasts. Total Audio 2024 Report about Poland
Krzysztof Fiedorek
Audio content is a daily companion for Poles. According to the Total Audio 2024 study conducted by Adres:Media on behalf of the Radio Research Committee, as many as 90% of respondents listen to audio content at least once a week, and 80% do so daily. The average listening time is nearly five hours per day.
YouTube vs. Television. The 50+ Generation Shifts to Computers
Krzysztof Fiedorek
For years, so-called "silvers" were primarily associated with traditional media like television. However, research by IQS for SilverTV and Lifetube shows that this view is outdated. The report’s findings clearly demonstrate that YouTube is becoming the new “television.”
Can a Robot Be Good Boss? Researchers from SWPS Look for Answers
SWPS
A robot giving orders at work is no longer a science fiction scenario - it's a research topic. Scientists from SWPS University in Poland set out to find out whether a robot can effectively manage human workers.
Digital media addiction. Why the brain can’t cope
KFi
Digital media can hijack the brain's reward system in ways similar to drugs and alcohol, warned psychiatrist and author Anna Lembke. She emphasized that compulsive use of digital platforms can become a serious addiction. Not just a bad habit or risky behavior.