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Finland

8. Creativity and Culture

8.1 General context

Last update: 12 February 2026
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  1. Main trends in young people's creativity and cultural participation
  2. Main concepts

Main trends in young people's creativity and cultural participation

A key national survey on young people's creativity and cultural participation is the Children and Youth Leisure Survey, published by the Finnish Youth Research Society, the State Youth Council, and the National Sports Council.  

The most recent Children and Youth Leisure Survey 2024 is available in Finnish, with an abstract in English (pp. 221–222). In addition, an English-language summary and infographics are available. The survey’s main themes included the use of social media and how young people spend their summer. The findings indicate that young people’s possibilities to access cultural experiences during the summer are affected by financial circumstances (see Summary).  

In general, young people are observed to engage more in independent leisure activities than in guided leisure activities. This applies to sports, cultural, and other activities. According to the survey, 95 per cent of young people engage independently in sports activities (59 per cent engage in guided activities), and 74 per cent engage independently in cultural and arts activities (37 per cent engage in guided activities). In addition, 72 per cent reported engaging independently in ‘other’ leisure activities (30 per cent engage in guided ‘other’ activities). Referring to previous School Health Promotion Studies, approximately 50 per cent of lower secondary students, 60 per cent of general upper secondary students, and 35 per cent of students in vocational education engage in arts and cultural activities at least once weekly. It is also important to note that the survey highlights difficulties in defining ‘cultural’ activities. For more information, see pp. 26­–27 of the Children and Youth Leisure Survey 2024.  

Cultural participation and creativity can also be examined from the perspective of virtual spaces. As shown in the infographics, 14 per cent of respondents play digital video games, 8 per cent watch films and series, and 17 per cent take photos or videos several times a day. In addition, 15 per cent of respondents follow news or topical discussions several times a day. It should be noted that the infographics present the leisure activities of all respondents aged 10–29. 

Main concepts

•    Cultural wellbeing: The Cultural Policy Report (2025, originally published in Finnish in 2024) recognises the concept of ‘Cultural Wellbeing’, underlining that ‘[p]articularly successful examples of the impact of cultural wellbeing include the prevention of social exclusion and mental health problems among young people’. 
•    The Finnish Model for Leisure Activities (see Glossary): The model provides free-of-charge hobbies to children and young people, including cultural hobbies, such as film-making clubs.