Description (short summary):Â Â
This present study was carried out following an open invitation to tender by the European Commission. It aims to answer the following questions:
- What are the areas where actions aimed at fostering access of young people to culture can and have been taken?
- What are the relevant practices carried out by national authorities and other actors (Non Governmental Organisations, local communities, associations) in different Member States?
- What are the main obstacles that hinder young people's access to and participation in culture?
It uses concrete examples and practices from different sectors and parts of Europe, such as financial incentives to cultural consumption, projects using new technologies or projects engaging young people from disadvantaged backgrounds in culture.
The study illustrates inter alia the need for building bridges between school, family, youth workers and community, as well as the administrations in charge of youth, culture, education, family and social affairs and other involved actors. To that aim, it suggests strategies to be developed at all levels of governance.
Numerous products and activities have their origin in digital technologies and cyber-culture, offered mainly by the private sector (communication companies), but adopted and adapted by young people themselves (social networks). This sector is usually dominated by young people, (teenagers or young adults) to the extent that some worry there is now something of a technological generation gap. Youth is the demographic group of central importance here: the principle is voluntary action even if via searching for information for educational purposes. Digital culture has grown in accessibility at a rapid rate. The now widespread availability of broadband technology, and reduced cost to participate, means that this is in present times frequently home-located. Such activities promote social exchanges, including virtual communities and face-to-face contacts. They include: chat culture, blog culture, mobile culture, gaming culture, eCulture defined as participation in net art, eLearning and social networking.
Number of pages:
Final report: 178
Nature of documentation: Independent reports and studies