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.
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 language | English |
|---|---|
| Place of Publication | Dundee |
| Publisher | Abertay University |
| Number of pages | 43 |
| ISBN (Electronic) | 9781899796342 |
| Publication status | Published - Aug 2023 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 5 Gender Equality
-
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
Fingerprint
Dive into the research topics of 'Sweden's female-forward creative industries'. Together they form a unique fingerprint.-
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 AccessFile183 Downloads (Pure) -
Nej Men Hej: a research travelogue by Hailey J Austin
Austin, H. J. (Artist), 1 Aug 2022Research output: Non-textual form › Digital or Visual Products
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver