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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...
Terminology used is generally based on DDI controlled vocabularies: Time Method, Analysis Unit, Sampling Procedure and Mode of Collection, available at CESSDA Vocabulary Service.
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.