inclusion

Technology & Linguistic Representation in the Arts: A Research Report

Technology & Linguistic Representation in the Arts: A Research Report

Linguistic representation and language-based accessibility are paramount to developing a truly inclusive artistic sector that allows diverse individuals and communities to use the arts to strengthen their identities and in turn “understand how [they] matter.” Lauren Miller’s series of articles on AMT Lab have explored the topic of linguistic accessibility and representation in the arts, and include case studies of those who are setting the best examples in the field. To explore more, check out the author’s research report on linguistic equity in the arts.

The Connection of Digital Placemaking and Inequity

The Connection of Digital Placemaking and Inequity

Through a narrative-focused approach to digital placemaking, users gain an understanding of the environment they inhabit and perhaps a sense of “home.” However, A true collective experience cannot take place when certain populations lack the access and/or ability to participate in events, particularly in a digital space. Digital inequity has been entrenched as a significant barrier to education, employment, healthcare, and commerce in the 21st century.

Theatre Futures: Data and Strategy

Theatre Futures:  Data and Strategy

The 2022 Theatre Communications Group conference offered virtual, hybrid, and in-person experiences. Hosted in Pittsburgh, the conference adeptly revealed the opportunities and challenges facing the field as theatre artists and institutions navigate their futures. The following summary offers two core takeaways from the conference, focusing on a theatre administration future of human-centered strategies allowing adaptive innovation within a constantly changing ecosystem.

Planning Our Equitable Digital Future

Planning Our Equitable Digital Future

2020 has been and will continue to be notable for all but especially artists and arts institutions. Globally we are facing the uncomfortable realities of a pandemic that has brought the arts industries to their knees, economically, particularly the performing arts. Demands for racial and social justice come with a reckoning for many arts institutions — for their own participation in the industrial model that creates inequity in hiring, programming, training, even foundation giving.

As a researcher, artist, academic and former managing director, I hope that 2020 is a year that will offering us, as an industry, a pause to rethink how to do our artistic work in more equitable, inclusive and relevant ways. To create clarity as we re-think institutional systems , it is important to turn to data about our own institutions as well as our audiences in order to become the relevant and vibrant institutions that all communities deserve. In this short article, I will connect information from the recent national survey by LaPlaca Cohen and Slover Linett, “Culture and Community in a Time of Crisis” and emerging best business practices heralded by McKinsey and Co. and other thought leaders in the business field.

Using a Crisis to Lean-In with Diversity & Inclusion

Using a Crisis to Lean-In with Diversity & Inclusion

In the light of protests surrounding racial inequality and systematic racism stretching across varying U.S. industries, this lack of representation has been noted among the staff of art institutions as well. The hiring of diverse staff in the arts industry historically does not represent the breakdown of the average American audience, particularly in high-ranking roles.

Exploring An Equity & Inclusivity Problem: Gender & Ethnic Diversity in Video Games: Part 1

Exploring An Equity & Inclusivity Problem: Gender & Ethnic Diversity in Video Games: Part 1

The video game industry expanded rapidly in the last decade with the U.S.A games market exceeding revenues of $43 billion in 2018. While there is growth, the industry is also facing an increasingly apparent and problematic disparity among audiences. In many traditional PC and console genres, women and non-white ethnicities are underrepresented both among the player-base as well as on-screen; furthermore, the player experience for underrepresented players is markedly different than their over-represented white male counterparts.