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Sweden's female-forward creative industries

Research output: Book/Report › Other report

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Abstract

In April 2022, my research trip to Stockholm, Sweden was funded by the SGSAH and Scottish Funding Council’s Saltire Emerging Researcher Scheme. I spent one month in Stockholm interviewing people about Sweden’s Creative Industries and what made them unique. I also got to experience the unique culture surrounding the creative industries first hand. Because of this, I can offer unique insights into Sweden’s creative industries, including videogames, comics, fanzines and boardgames, from the outside looking in. This was truly a life-changing experience both personally and professionally. I cannot thank everyone who helped me enough. A special thank you to Dr Mirjam Palosaari Eladhari for being my mentor throughout this project and for inspiring me to think of myself as an artist.

The main findings from this study include:
• Sweden’s unique combination of Culture, Education, Infrastructure, and Investment in the creative industries has led to their continued success;
• Though compared to the United Kingdom there is a smaller percentage of women working in the Creative Industries, Sweden’s Creative Industries have more women in leadership positions;
• Maternity and paternity leave as well as other forms of social care have contributed to the amount of women staying in Sweden’s Creative Industries;
• (Fan)Zines and boardgames are both previous uncredited and integral parts of the Swedish Creative Industries.
Original languageEnglish
Place of PublicationDundee
PublisherAbertay University
Number of pages43
ISBN (Electronic)9781899796342
Publication statusPublished - Aug 2023

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 5 - Gender Equality
    SDG 5 Gender Equality
  2. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure

Keywords

  • Creative industries
  • Comics
  • Graphic novels
  • Fanzines
  • Zines
  • Board games
  • Games
  • Video games
  • Sweden
  • Culture
  • Video game culture
  • Creative economy
  • United Kingdom
  • Stockholm
  • Interviews
  • Industry
  • Industry report
  • Women
  • Women in games
  • Representation
  • Representation in videogames

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  • Sweden's comics and video game clusters

    Austin, H. J., 12 Oct 2026, (E-pub ahead of print) Creative clustering and the video games industry. Jayemanne, D. & White, G. (eds.). London: Routledge, p. 141-156 16 p. (Routledge Research in the creative and cultural industries).

    Research output: Chapter in Book/Report/Conference proceeding › Chapter

    Open Access
    File
    1 Downloads (Pure)
  • Zinecraft: zines as companion to games research

    Austin, H. J. & Eladhari, M. P., 23 Aug 2024, In: Transactions of the Digital Games Research Association. 7, 1, p. 183–221 39 p., 7.

    Research output: Contribution to journal › Article › peer-review

    Open Access
    File
    213 Downloads (Pure)
  • Nej Men Hej: a research travelogue by Hailey J Austin

    Austin, H. J. (Artist), 1 Aug 2022

    Research output: Non-textual form › Digital or Visual Products

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