With reference to Creatives, operating as companies, departments within larger organisations or individuals, and who produce interactive products for Web & Internet, Interactive Television, Computer Games or Offline Multimedia.

The main trends and assumptions can be summarised as follows:
The industry has a requirement for a broad range of specialist as well as general skills and functional flexibility;
New entrants and many graduates are not fully equipped to meet the needs of the industry;
Post-entry skills acquisition is primarily through self-directed learning, coaching and mentoring;
Experience is often valued more than vocational qualifications, though most practitioners have degrees;
There are shortages of experienced practitioners with the right combinations of skills, including management, business development, and leadership;
Many individuals have gaps in their general life, work and business skills;
Traditional 'training solutions' are unlikely to work - flexibility and modularity are key at all levels;
At the company level there are gaps in business, project and production management skills, company development, client management, sales and marketing and commercial awareness within an international context;
As well as generic skill gaps there are potential gaps in drawing, diagramming and creative art skills, as well as creative and specialised or technical writing skills.

The key drivers of change that are impacting the industries are identified as:
Demand;
Technological change;
International competition;
Globalisation;
Specialisation and sub-contracting.