An EU-Mexican panel discussing the needs of creative industries mid- and post-pandemic, and how the cultural sector is fundamental for the health and wellbeing of society. Discussions touched on employment, policy, and education, along with sector-specific opportunities and cross-sectoral challenges. The name 'creative industries' was challenged for its divergent uses: many cultural sector workers believe it encompasses them, but policy often regards 'creative industries' as a branch of industrial design. There was significant criticism of social organisation that orients purely towards 'productivity' and the generation of revenue, while ignoring happiness as a goal.
A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.
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