Hollywood has spent five years asking young audiences what they want to watch, and the answer keeps getting clearer: Young Viewers Want a Say in the stories made about and for them. The fifth annual Teens and Screens report from the Center for Scholars and Storytellers at the University of California, Los Angeles, released this week, finds that adolescents and young adults no longer see themselves as a passive audience waiting to be entertained. They want to be consulted during development, they want characters who look and act their age, and they want the industry's definition of a story to catch up with where they actually find one.

The study surveyed more than fifteen hundred young people between the ages of ten and twenty-four about television, movies, video games, artificial intelligence and social media, according to coverage of the findings. Its headline result redraws the map of where stories live: about seventy-three percent of respondents ranked YouTube as the top storytelling medium, ahead of television shows and movies, each named by roughly seven in ten, and video games, named by close to sixty-nine percent. Nearly four in five said short-form video can tell a story at all — a verdict that reframes everything from highlight clips to the way young fans now watch shows in pieces instead of full episodes.

The gatekeepers have changed

That framing comes from the top of the research team. "The gatekeepers have changed and young people themselves are deciding what they want to watch and what they want to see more of in the content they choose," Yalda T. Uhls, the center's founder and the study's senior author, said in coverage of the report. Uhls, who spent nearly two decades as an executive at major studios before moving into psychology research, told Variety that adults keep making stories they assume will land with young people without actually talking to many of them first.

The report lands at a moment when the industry is listening more closely than it used to. Executives from major talent agencies and studios are expected at a summit the day after the report's release to discuss the findings and how to apply them, according to Variety. Over the report's five-year run, Uhls said, studios and agencies have increasingly folded its conclusions into development decisions — a shift from treating youth research as a marketing input to treating it as a creative one.

What young audiences actually want

Representation sits near the top of the wish list. Young viewers want characters their own age who behave like it, a direct challenge to Hollywood's habit of casting adults as teenagers. They also want the people on screen to reflect the audience in the seats, from legacy franchises to the anime remakes pulling in a new generation of fans. There is money behind that demand: a separate UCLA analysis published in April found that youth-oriented franchises with above-average diverse casts earned substantially more at the box office, a business argument that has started to circulate in studio boardrooms.

Attitudes toward artificial intelligence split sharply by age. About forty-four percent of the youngest respondents, ages ten to thirteen, described on-screen stories about AI as fascinating, with fewer than one in ten reaching for negative words. By nineteen, the mood flips: more than a quarter of respondents said their dominant feeling about AI was dread, while fewer than one in five reported excitement. The generation raised on the technology is growing more skeptical of it as it grows up — a useful warning for an industry racing to put AI tools into every part of production.

Where the attention already went

The report also confirms that the audience has already moved. More than two in five young respondents watch at least two hours of YouTube or TikTok a day, and nearly four in ten do not watch live television at all, according to one write-up of the findings. Close to half get their news from social platforms every day, and about four in ten turn to short-video apps as a search engine before they open a traditional search page. Half say they feel closer to online creators than to conventional television personalities — the same creator economy now shaping everything from viral Halloween trends to daily news habits.

That shift is the context for the report's core plea: the stories are everywhere, but the people they are supposedly for are rarely in the room when they are greenlit. Young Viewers Want a Say is not just a survey finding; it is a description of a market where the audience already curates, remixes and judges everything it watches in public. Studios that keep developing youth content without youth input are not protecting a creative process — they are ignoring their own data.

The counterpoint, of course, is that listening is slower than surveying. Development cycles run for years, casting decisions involve unions and schedules, and not every online preference survives contact with a budget. Still, the report's five-year arc suggests the direction of travel: each edition has found young audiences more fluent in media, more specific about what they want, and less willing to accept being an afterthought. This week's industry summit will show how quickly that message turns into actual decisions — and whether Young Viewers Want a Say becomes a development principle or just another slide in a deck.