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An Expression of Precarity: American...
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Hale, Matthew L.
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An Expression of Precarity: American Youth, the Creative Industries, and the Monetization of Leisure.
Record Type:
Electronic resources : Monograph/item
Title/Author:
An Expression of Precarity: American Youth, the Creative Industries, and the Monetization of Leisure./
Author:
Hale, Matthew L.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
Description:
358 p.
Notes:
Source: Dissertations Abstracts International, Volume: 80-07, Section: A.
Contained By:
Dissertations Abstracts International80-07A.
Subject:
Social research. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13422761
ISBN:
9780438754072
An Expression of Precarity: American Youth, the Creative Industries, and the Monetization of Leisure.
Hale, Matthew L.
An Expression of Precarity: American Youth, the Creative Industries, and the Monetization of Leisure.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 358 p.
Source: Dissertations Abstracts International, Volume: 80-07, Section: A.
Thesis (Ph.D.)--Indiana University, 2018.
This item must not be sold to any third party vendors.
This dissertation is about how always-on, on-demand digital technologies have changed how youth imagine, value, and spend their free time. Drawing on eighteen consecutive months of ethnographic fieldwork conducted in Atlanta, Georgia, this project explores the everyday lives and experiences of young Americans as they struggle to make ends meet in a shifting economy and dream of finding fame, fortune, and happiness through social media. For decades, self-identifying nerds, geeks, and pop culture fans formed emotional attachments to and built their identities around the media that they consumed. They watched movies, played video games, created handmade costumes and props, and attended pop culture conventions. At conventions, they could express themselves around like-minded individuals, play make-believe, and escape from the obligations and anxieties of their workaday lives. Over the last two decades, something has changed. Millions of fans, especially those within the millennial generation, have begun to use new media to transform costuming, conventions, and media consumption, that is to say, play, into work. They create original content, build audiences across social media platforms, and find creative ways to monetize the things that they once did purely for pleasure. This dissertation traces the formation of a collective desire to transform leisure, play, and escapism into a livelihood that arose in response to the Great Recession and the emergence of the digital gig economy. This aspirational practice has lead to the fundamental reconfiguration of the relationship between work and leisure. The aim of this project is make sense of that relationship, to observe and critique its effects on lived experience, and to better understand how contemporary American youth think about and spend their free time.
ISBN: 9780438754072Subjects--Topical Terms:
2122687
Social research.
An Expression of Precarity: American Youth, the Creative Industries, and the Monetization of Leisure.
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This dissertation is about how always-on, on-demand digital technologies have changed how youth imagine, value, and spend their free time. Drawing on eighteen consecutive months of ethnographic fieldwork conducted in Atlanta, Georgia, this project explores the everyday lives and experiences of young Americans as they struggle to make ends meet in a shifting economy and dream of finding fame, fortune, and happiness through social media. For decades, self-identifying nerds, geeks, and pop culture fans formed emotional attachments to and built their identities around the media that they consumed. They watched movies, played video games, created handmade costumes and props, and attended pop culture conventions. At conventions, they could express themselves around like-minded individuals, play make-believe, and escape from the obligations and anxieties of their workaday lives. Over the last two decades, something has changed. Millions of fans, especially those within the millennial generation, have begun to use new media to transform costuming, conventions, and media consumption, that is to say, play, into work. They create original content, build audiences across social media platforms, and find creative ways to monetize the things that they once did purely for pleasure. This dissertation traces the formation of a collective desire to transform leisure, play, and escapism into a livelihood that arose in response to the Great Recession and the emergence of the digital gig economy. This aspirational practice has lead to the fundamental reconfiguration of the relationship between work and leisure. The aim of this project is make sense of that relationship, to observe and critique its effects on lived experience, and to better understand how contemporary American youth think about and spend their free time.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13422761
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