MAL 35:20 MAL35 | Page 76

roles and decision-making positions. Women have less access to funding and face substantial pay gaps. We can dig deeper into different sectors to get a clear sense of the gaps women face in the creative industry. In a study of advertising and media companies, women were hired on par with men at early stages of their career, but as they rose up the career ladder, men significantly overtook women in the number of senior positions they held. Women were either not getting promoted, or they were dropping out the career path. The diversity problem in the technology sector has been well documented. While women are making great strides in accessing Science, Technology, Engineering, Arts, and Mathematics (STEAM) education, studies show a decline of women who continue to work in the field. Only 25% of women continue in their field after graduation as compared to 54% of men. This suggests that women are not getting hired in tech jobs as often as men. When it comes to investment, startups with at least one female founder reported more difficulty finding funding, with 87% saying it was “somewhat or extremely challenging,” while only 78% of startups with no female founder said the same. Inequality in access to funding means we are likely missing out on innovations that could positively impact society. In film, one study found the following stark disparities between men and women working behind the scenes: 9% of directors were women, and 91% male; Pushing youth into creative entrepre- neurship, as is often touted as a solution, without the requisite skills and business acumen to take their products to mar- ket, is also unlikely to support youth to make a significant impact in the cre- ative industry. 74 MAL35/20 ISSUE In order for Africa to fully realize the po- tential of this creative opportunity, we must build an inclusive creative industry where everyone, including women, youth, the poor and displaced, has a seat at the table. The ethos of the United Nations’ Sustainable Development Goals, is that no one should be left behind. 15% of writers were women and 85% men; executive producers: 17% female, 83% male; producers 25% female, 75% male; editors: 20% female, 80% male; cinematographers: 2% female, 98% male. This means that women are largely not involved in the key decisions about what content gets created and how. Africa’s youth are our greatest asset in building a thriving creative industry. By 2050 there will be 850 million youth in Africa, the second largest youth population in the world after Asia. Youth are heavy consumers and producers of creative products. Despite this, African youth lack the ability to make a significant impact in the industry due to a lack of skills and employment opportunities. According to Kenyan university placement reports, only 15% of youth go into arts related courses. For those that choose arts careers, few schools teach the skills necessary to create high-quality creative products for a global audience. Unless youth learn what their international peers are learning, they won’t be able to compete in the global market. A study of Kenyan employers reported that they have jobs available but there are no graduates with the requisite technical skills. Unfortunately many graduates are left to look for a job for up to five years. Pushing youth into creative entrepreneurship, as is often touted as a solution, without the requisite skills and business acumen to take their products to market, is also unlikely to support youth to make a significant impact in the creative industry. That the poor and displaced are unable to fully access the creative industry is largely due to structural problems caused by lack of skills and basic infrastructure. While universal basic education has been rolled out across Africa, quality is lacking due to a lack of investment and over-stretching of resources. Without a solid basic education it is difficult to build on the more advanced skills necessary to create quality creative products that can compete on the world stage. Unreliable infrastructure and inaccessibility of essential equipment are also huge barriers to full participation of these groups in the creative sector. Refugee camps like Kakuma and Dadaab have limited access to energy and telecommunications. A computer with the right specs to develop a video game would start at US$1000 before adding the essential software. This is largely inaccessible to people making less than $2 per day. We Can Do Something About This Fortunately, the problems detailed above are fixable. The work of many in this space has proven to us that an inclusive creative sector is not only possible, it is coming, if we all keep working at it. There are three tools at our disposal to make the creative industry more inclusive: Education, Mentorship, and Investment. To address the lack of inclusion of women in decision-making positions in the creative industry, we advocate for more creative education that targets girls. We need to build a critical mass of women in the creative industry, then we need to mentor them to stay there. Akira Chix has been working since 2010 to equip girls and young women with technology skills that they can use to work and make an impact in the ICT sector. Their programs are designed to build women tech leaders, and so far 80% of their almost 200 graduates have gotten jobs.