In this article, I explore leisure-based masculinities of middle-class British Indian boys from the perspective of both the boys and their parents. Leisure-based masculinities here refer to patterns of masculinities that are enacted in the context
Explorations at the Intersection of Gender Order and Generational Order
This article shows how native people in remote Siberian settlements address social distress in their communities by transmitting local knowledge through organizing leisure activities for children and youth. The author examines the rationale, discourses, and practices of indigenous activists to establish vacation camps and unpacks young people's narratives of how they relate to this particular leisure activity. The camps are creative sites of cultural production and social hubs for participants. While young people are open to influences of popular cultures available in urban centers and villages, they contrast the social solidarity of the vacation forest camps with the individualization and social distress in villages and towns.
Relationships between Tourism and Work among Young Canadians in Edinburgh
Working holiday-maker programmes have facilitated a growing cohort of mobile young people who have an ambiguous status as both worker and tourist. Drawing on ethnographic fieldwork conducted among Canadian working holiday-makers in Scotland, this paper shows how working holiday-makers are situated in an ambiguous, contradictory position as working tourists, and are streamlined towards particular social and professional fields in which work-leisure boundaries are blurred. Although these blurred boundaries seem contradictory, they benefit employers who require an educated yet temporary work-force, while also meeting the desires of working holiday-makers for a lifestyle that is flexible, social, far from the pressures of friends and family, and that puts them in regular contact with other young foreigners who, like them, are at transitional points in life.
Working-Class Boyhood and the Policing of Play in Belle Époque Paris
By the end of the nineteenth century, working-class children increasingly fell under adult supervision. Working-class boys, however, retained much autonomy over their leisure time. By examining memoirs and police archives, this article shows that boys’ play often flirted with the criminal or the dangerous. When boys entered the workplace, this reputation for lawless play followed them. Drawing on accident reports, this article demonstrates that employers and republican labor inspectors blamed boys for dangerous workplace accidents by highlighting boys’ playful nature. The article concludes by showing how reformers constructed spaces for boys’ leisure in an attempt to tame and direct their play. I argue that this reckless play became one of the defining characteristics of working-class boyhood both within peer society and to external observers. Regulating boys’ play thus became a way to ensure that they matured seamlessly into worker-citizens.
The Status of Cycling in the Youth Hostels Association of England and Wales in the 1930s
reflected the popularity of recreational walking and cycling in the period, and the organization built upon a preexisting network of organizations dedicated to the provision of rural leisure and holidays and to the protection or exploration of the
Place, Desire, and Country Girlhood
This article explores the figure of the bored country girl that appears widely in popular culture but also in girls studies and rural studies through ethnographic research in Australian country towns. While the presumption that country girls lack resources and opportunities for entertainment and leisure is in many ways empirically valid, this problem's articulation in girls' lives also offers an important perspective from which to ask what boredom and cultural needs mean, relative to each other, for both rural studies and girls studies. This article suggests that girlhood's relation to policy discourse and urbanized modernity can be productively reconsidered through the lived experience of country girls.
Mark McKinney and Hervé (Baru) Baruleau
This is the second portion of an interview with Hervé Barulea, or Baru, one of the most accomplished French cartoonists living today, conducted at his home in France on 15 July 2011. The first part of the interview was published in European Comic Art 4.1 (fall 2011), 213-237. Baru talks here about a broad range of important topics, including autobiography, the roles of work and leisure in his comics, boxing (his focus in two comics), the society of the spectacle, representations of women and minorities in comics, the heritage of classic French and Belgian comics (series such as Tintin, Yves-le-Loup ['Ivan-the-Wolf'] and Spirou) and the clear-line drawing style, experimentation by Oubapo, space, his drawing style and techniques for making comics, his current and future projects, his former teaching position in the Ecole des beaux-arts in Nancy, and the relationship of comics to fine art.
Landscapes of Infinite Horizons
The aim of this article is to explore the Danish seaside as a culturally framed arena of experience. In the first part of the article, I present the appearance of Denmark's seaside as a recreational location for the Danish middle class. Using Danish films that portray the middle class on holiday, the article illustrates the perceptual consequences of a specific appropriation of the landscape. The analysis of the relationship between landscape and people then introduces anthropological perspectives on time, consumption, and perception. Drawing on ethnographic interviews and comparative observations, I show how accessing and consuming the landscape as a recreational location come to constitute it as a finite arena of infinite time and space, as well as a distinct location that allows for equal social relations.
Les pique-niques des ouvrières du textile au Maroc dans les espaces publics / Female Textile Workers’ Picnics in Moroccan Public Open Spaces
Textile workers in Morocco are a vulnerable group. Subjected to exhausting working conditions, poorly paid, often poorly nourished, their lives are structured around working and cooking. Although they say have no leisure activities, they often eat outside. Picnics provide good opportunities for relaxation and above all allow them to make themselves visible throughout the city. This practice gives the textile workers of Rabat and Tangier an experience of urbanness that allows them to appropriate the whole city, to take their time, and to exist as city dwellers. This article is based on a survey carried out as part of an IRD program from 2012 to 2018.
Les ouvrières du textile au Maroc constituent une population vulnérable. Soumises à des conditions de travail épuisantes, mal payées, souvent mal nourries, leurs journées sont rythmées par le travail et les repas. Si elles ne se reconnaissent aucun loisir, elles sortent pourtant souvent manger à l'extérieur. Les pique-niques sont des moments privilégiés de détente et surtout ils permettent de se déployer dans la ville et de se rendre visibles. Grâce à cette pratique, les ouvrières du textile de Rabat et Tanger expérimentent une urbanité qui leur permet de s'approprier toute la ville, de prendre leur temps et d'exister en tant que citadines. Cet article repose sur une enquête menée dans le cadre d'un programme IRD de 2012 à 2018.
The role-playing games community as a challenge to mainstream culture
Tat'iana Barchunova and Natal'ia Beletskaia
The article describes one of the most developed networks of intellectual youth in post-Soviet Russia. This network originated in science-fiction clubs and the 'Zarnitsa game' of the 1960s to 1980s. Yet unlike Zarnitsa games, which have been used at Soviet schools as an instrument of political mainstreaming, the current role-playing games community is opposing itself to mainstream politics and popular culture. The article approaches this network as a community of practice, which is constituted by three basic elements: learning, doing, and justification of meaning. Both leaders and rank-and-file members of the community justify their agency within the community through the concept of rule. It is the rule-governed community, which according to them, helps them to feel secure and fearless in a society that they see as devoid of any strict regulations. The article closes with an analysis of the inner and outer conflicts of the role-playing games community.