Completed Arts, Culture & Design Education & Skills

GLOW-in-a-BOX

In plain English

AI plain-English summary

A touring exhibition platform called GLOW-in-a-BOX will connect gender-diverse creators in immersive technology with venues and audiences across the UK. The project tackles two linked problems. Women, non-binary and trans people are severely underrepresented in creative technology—women make up only 19% of the tech sector despite being 49% of the workforce. At the same time, the immersive technology market is projected to reach $228 billion by 2028, but marginalised creators lack sustainable platforms to show their work, blocking access to funding, recognition, and career progression. If successful, GLOW-in-a-BOX will create a commercially viable touring model that turns cultural support into a self-sustaining revenue stream. It could shift who gets to shape the rapidly expanding creative economy, making the sector more equitable and diverse. The project builds on proven demand from earlier GLOW events and has trademark protection secured, with a scalable model ready to connect creators with venues nationwide.

View original technical description
GLOW-in-a-BOX: a pioneering social venture addressing the critical underrepresentation of gender-diverse creators in creative technology through the world's first touring exhibition platform. Building on proven demand from successful GLOW events [https://www.kcl.ac.uk/events/series/glow-illuminating-innovation], and a recognisable brand identity, it creates sustainable revenue streams by connecting creators with venues and audiences nationwide. With trademark protection secured and a scalable touring model, GLOW-in-a-BOX transforms cultural support into commercially viable programming while urgently addressing gender inequity in emerging technologies. GLOW-in-a-BOX addresses two interconnected problems: critical underrepresentation of women, non-binary and trans individuals in creative technology (women represent only 19% of the tech sector despite being 49% of the workforce), and fragmented distribution models for immersive exhibitions. With the immersive technology market projected to reach $228 billion by 2028, marginalised creators lack sustainable platforms for showcasing work. This creates barriers to funding, recognition, and career advancement, limiting innovation in the rapidly expanding creative economy.

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Researchers

Professor Sarah Atkinson (Principal Investigator)

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Original classification

Research Grant

Plain English summaries and category classifications on this site are generated by AI and may not perfectly reflect the original research.