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Recent media reporting has highlighted that incidents of sexual violence frequently occur at live music events. Sexual violence has significant impacts on the health of those who experience it, yet little is known of how it impacts on everyday engagements with music, nor what measures venues and promoters might take to prevent and respond to incidents. Through interviews with concert goers, venue managers, promoters and campaigning groups, we investigated experiences of sexual violence at indie, rock, punk and funk gigs in small venues in one English city. We show that sexual violence at live music events significantly impacts on (predominantly) women’s musical participation. We argue that venues and promoters must work proactively to create musical communities that act as a defence against the normalisation of sexual violence, taking inspiration from safer space policies.
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Cancel culture is a new phenomenon of public shaming, facilitated by social media. This type of public shaming is accepted due to the alleged transgression of those who are cancelled. Social understanding of cancel culture does not generally allow for redemption. Using the theoretical framework of Feminist Media Studies (Van Zoonen, 1994) and Media Framing Theory (Gitlin, 1980), this study reveals the media’s role and power in the cancelling process. This study utilized a mixed-methods approach of case study and text analysis of episodes from the pop culture and politics podcast, Keep It. The case study focused on podcast episodes pertaining to two comedians cancelled for allegations of sexual misconduct in the #MeToo era [Oct. 2017 – Present]: Aziz Ansari and Louis C.K. The study also provided comparative cases of other comedians and comedic actors who were cancelled. Findings add to our understanding of cancel culture and appropriate methods of redemption for those who are cancelled.
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Sweden has been hailed for its recent success in increasing the number of female directors, scriptwriters and producers. Published reports, panel discussions and a vast number of press conferences on the pressing matter of gender equality within the industry together with a 5050 quota have all put the Swedish film industry—and its CEO Anna Serner—on the map. However, the last couple of years has disclosed several scandals regarding sexism and discrimination in the Swedish film industry—just as in other national film industries. This paper sets out to discuss how female film workers (e.g., directors, actors and producers) understand and negotiate their experiences of male dominance within their work context. Based on a series of interviews with women working in Swedish film from the early 1960s until today, we analyze similarities and differences in experiences as well as how these experiences are explained by the interviewees. Their stories are analyzed by using feminist institutional theory to understand how policy, funding schemes and other institutional aspects are intertwined with their experiences. The paper sets out to analyze three themes: (1) comments and suggestions during production and post-production regarding female protagonists; (2) experience of gender trouble in the process of fundraising; and (3) strategies used by the interviewed filmmakers to produce a more women-friendly environment during productions.
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This study explores the identity work carried out by three female owner-managers in creative industry businesses, identified in Government reports as a discriminatory industrial sector for women in the UK. Through the development of narratives by the owners and other participants, observation of practice and review of online and offline materials, three cases emerged. These showed overlapping, different identities developed and performed through identity work. Each presented rational and logical persona as business leaders despite observation showing extensive use of intuition and gut feeling in both creative and entrepreneurial aspects of the business. Intuition and gut feeling were seen as inappropriate at work as they belonged to the home sphere, emotionally based and therefore automatically unreliable. While occupying male stereotypes and avoiding the female realm of emotion at work, these women expressed femininity through their emphasis on the maternal, ‘being a good mother' as a desired ideal being embedded in work as well as home practice.
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There has been a global surge in music festivals over the last decade, especially in Europe. In the UK, it is estimated that more than 3.5 million people attended the 230 music festivals in 2015 (Time Out, 2015; UK Festival Awards, 2016). Despite a body of research indicating higher levels of crime, particularly acquisitive and violent crime in spaces with similar characteristics (e.g. nightclubs, pubs and gigs), there have been no previous studies examining the occurrence or nature of crime at music festivals. This chapter brings together conceptual developments across the social sciences to shed light on the underexplored subject of gender and safety at music festivals, a leisure location of growing interest to social scientists and of significant growth within the events industry. This chapter presents data from the first UK study to explore safety and crime at music festivals and raises questions regarding the distinctive features of commercialised music festivals, the extent to which they can be considered transgressive or countercultural spaces and what might be the distinctions, if any, of gendered sexual violence within such spaces.
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A video game is an interactive digital entertainment that you “play” on some type of electronic device. The medium has existed in some form since the 1950s, and since that time, has become a major worldwide industry, spawning technology battles and being birthed in new iterations that become ubiquitous parts of modern life. This chapter will look at the development of video games from the beginning, through the golden age, and into the era of the console wars. Further, it will point out the enormous revenues video games make, and show how the #metoo movement and unions are working to change the face of the industry.
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Le géant du jeu vidéo est plongé dans la tourmente depuis des semaines en raison d'allégations de harcèlement.
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As of 2019, there are an estimated 2.5 billion garners globally. Roughly half of all garners are female. Despite the figures, there is a serious underrepresentation of female gainers in the professional gaming and game development community. It is thus important to examine the underlying causes hindering equally capable female gainers and game developers from pursuing a serious career in gaming, at par with their male counterparts.In this article, the authorexamines the impact of the culturalassociationof games with the male demography, stereotypes andstructuralbarrierslimiting women from realizing theirfullpotential, female representation in video games and workplace, pervasive misogyny and sexual harassment of women across all levels in the industry, and lastly, the steps that can be taken to better the status quo in favour of women.