Summary information

Study title

Career Histories and Life Course Events, Phases and Transitions in the Digital and Creative Industries for Over 35s, 2020-2021

Creator

Thomas, B, University of Southampton

Study number / PID

857241 (UKDA)

10.5255/UKDA-SN-857241 (DOI)

Data access

Restricted

Series

Not available

Abstract

As part of an ESRC funded PhD, this data consists of 21 out of 30* total interviews with 'older workers' (over 35) who work in the fields of 'Video' (film, TV, YouTube), 'Games' (computer games), and 'websites' (front and back end, content creation and UI/accessibility). The overarching research goal was to understand how, in the face of many challenges (related to training, accessing work, precarity, and long hours), which are compounded by life course events, people manage to sustain their creative careers. Interview questions were informed by a review of creative industries literature which paints a picture of challenging working conditions (e.g., precarity, long hours) which are also sites of 'inequality regimes' (Acker, 2006), meaning the industries studied are designed by and for white, middle-class men. The data reveals interesting detail about the three fields of study, making it useful as a snapshot of the creative industries in the early 2020s. It is also filled with references to the Covid-19 pandemic lock downs, as this is when the interviews took place. There is rich detail of 'inequality regimes' - particularly with reference to social class, gender, and age. *The other 9 interviews are not included as participants did not give permission for them to be deposited with the UK Data Service.Attaining and sustaining a career in the digital and creative industries is hard. Training that is often expensive and difficult to navigate, informal hiring practices, precarious employment, and long, intense, and inflexible hours, all come together to limit access and progression for many people. Moreover, as these conditions interact with people’s changing priorities and needs over the life course, the ability to sustain work is often not possible, reflected in the high rates of worker attrition (Carey et al., 2020; Steele, 2022). With a critical labour shortage in these industries, tackling the loss of older workers by addressing the challenges of digital and...
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Methodology

Data collection period

01/04/2020 - 31/05/2021

Country

United Kingdom

Time dimension

Not available

Analysis unit

Individual

Universe

Not available

Sampling procedure

Not available

Kind of data

Text

Data collection mode

Semi-structured online interviews using video conferencing. Participants were purposefully sampled to be from a range of roles in the fields of video (film, TV, YouTube), games (computer games), and websites (front and back end, content creators, UI/accessibility). Networks were used to gain first interviews, as well as social media callouts. These initial interviews led to others through snowball sampling. At the later stages of recruitment, those from demographics that were not represented were sought so that there was a good balance of genders, class backgrounds, and ethnicities (without the limitations of the population studied).

Funding information

Grant number

Unknown

Access

Publisher

UK Data Service

Publication year

2024

Terms of data access

The Data Collection is available for download to users registered with the UK Data Service. All requests are subject to the permission of the data owner or his/her nominee. Please email the contact person for this data collection to request permission to access the data, explaining your reason for wanting access to the data, then contact our Access Helpdesk.

Related publications

Not available