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Boosting the Employment and Advancement of Youth in Film, Television, and Video Game Industries

Examine the Creative PEC and Work Advance report detailing strategies to enhance opportunities and progress for young individuals in the film, television, and video game industries.

Enhancing Job Opportunities and Career Growth for Youth in the Film, Television, and Gaming...
Enhancing Job Opportunities and Career Growth for Youth in the Film, Television, and Gaming Industries

Boosting the Employment and Advancement of Youth in Film, Television, and Video Game Industries

In a recent report commissioned by the Creative Industries Council, research was conducted to explore the definition of 'good jobs' within the Film, TV, Radio, and Games sectors, accessibility of these opportunities for disadvantaged young people, and the barriers they face in progressing in work.

The report, conducted by Work Advance and funded by Creative PEC and Mission 44, highlights several key barriers that disadvantaged young people in the UK face in accessing good jobs and career opportunities in the creative industries.

One of the main challenges is the scarcity of entry-level roles and experience opportunities. Many young people, including graduates, struggle to find entry-level jobs due to a scarcity of openings that do not require prior experience, which these creative industries often demand. This creates a catch-22 where youth cannot gain experience without first being given a chance.

Another barrier is the socioeconomic background and limited networks. Disadvantaged youth frequently come from backgrounds where professional connections to these industries are scarce. Access to helpful networks, mentorships, and insider opportunities is often restricted to those with privileged connections, making it harder for those without wealthy or industry-connected families to enter.

Government funding cuts to youth work and support services have also reduced targeted initiatives that help vulnerable and underprivileged young people develop skills and access pathways into creative careers. Limited support means fewer lifelines for those at risk of exclusion from education, training, or the labor market.

Systemic inequalities and discrimination can disproportionately exclude disadvantaged young people. Barriers such as discrimination based on class, ethnicity, gender, or disability can compound access issues in creative sectors that historically have limited inclusivity.

For youth from disadvantaged backgrounds, the costs associated with unpaid internships, travel, and relocation to industry hubs (like London) are prohibitive, further narrowing access.

While the report does not focus exclusively on the Film, TV, Radio, and Games industries, the general challenges faced by disadvantaged young people in accessing employment and career support in the UK, including scarcity of entry points, funding cuts to youth schemes, and network limitations, are well-documented and apply particularly to competitive creative sectors.

Targeted schemes such as Young Futures Hubs attempt to provide lifelines and training to vulnerable youth, which may help reduce these barriers over time.

The report presents nine recommendations for the screen and games industries, and for policymakers, including a call for the industries to think differently about the way they offer support for young people. However, no specific detailed studies in the current results isolate the complex structural and social barriers in these particular creative industries.

The report focuses on the migrant and skills needs of creative businesses in the UK and identifies almost 200 equality, diversity, and inclusion (EDI) schemes across the creative industries, with 118 focused on the screen sector. Yet, the report does not delve into post-Brexit migration and accessing foreign talent in the Creative Industries or discuss the impact of overseas mergers and acquisitions on the UK video games industry.

The report was authored by Aline Collins, an author associated with the report, and Lesley Giles, who is also a Director of Work Advance. Heather Carey serves as the Director of Work Advance. Dan Wilks is an Associate at Work Advance.

In conclusion, the report sheds light on the barriers facing disadvantaged young people in the UK's creative industries and offers recommendations for change. However, more research is needed to fully understand and address the complex structural and social barriers in these sectors.

[1] Sources: [Link to the source if available]

  1. The report, conducted by Work Advance and funded by Creative PEC and Mission 44, offers nine recommendations for the screen and games industries, encouraging them to reconsider their support for young people.
  2. One of the main challenges faced by disadvantaged young people in accessing good jobs and career opportunities in the creative industries is the scarcity of entry-level roles and experience opportunities.
  3. Disadvantaged youth frequently come from backgrounds where professional connections to these industries are scarce, which can hinder access to helpful networks, mentorships, and insider opportunities.
  4. Systemic inequalities and discrimination, such as class, ethnicity, gender, or disability, can disproportionately exclude disadvantaged young people from the creative sectors due to limited inclusivity.
  5. Government funding cuts to youth work and support services have reduced targeted initiatives that help vulnerable and underprivileged young people develop skills and access pathways into creative careers.
  6. While the report does not focus exclusively on the Film, TV, Radio, and Games industries, it highlights the scarcity of entry points, funding cuts to youth schemes, and network limitations as challenges faced by disadvantaged young people in accessing employment and career support.
  7. Targeted schemes like Young Futures Hubs aim to provide lifelines and training to vulnerable youth, potentially helping to reduce these barriers over time.
  8. The report presents almost 200 equality, diversity, and inclusion (EDI) schemes across the creative industries, with 118 focused on the screen sector.
  9. The report does not delve into post-Brexit migration and accessing foreign talent in the Creative Industries or discuss the impact of overseas mergers and acquisitions on the UK video games industry, leaving room for further research and discussion in these areas.

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