Moving Beyond Myth focuses on the sexual dilemmas and difficult life choices young girls face as they come of age in contemporary American culture. Challenging long-held myths about girlhood, the film draws on the insights of girls themselves to explore and shed light on their actual lived experience as they navigate an increasingly hyper-sexualized society. The voices of a diverse range of girls are supplemented with accessible analysis from leading experts on sexuality and society.
Amidst the supposed growing prosperity of India, there remains a dark underbelly of poverty. Born Into Brothels chronicles this through the lens of Kolkata’s red light district where film-maker Zana Briski inspires a group of children of the prostitutes of the area to photograph the most reluctant subjects of it. As the kids excel in their new found art, will this help them have a chance for a better life away from the miserable poverty that threatens to crush their dreams?
The belief that good triumphs over evil resonates deeply through the religious and political discourses of dominant culture. It is also a common theme in the entertainment media where the struggle between good and evil is frequently resolved through violence. The negative impacts of media violence on children has long been a public concern, but it is even more troubling when military violence, both in the news and in entertainment, is often glorified as heroic and noble. Beyond Good & Evil: Children, Media & Violent Times is a look at how mass communication distorts and manipulates language and visual imagery. It shows viewers how the media’s overriding objective of satisfying an audience converts real issues surrounding race, war, and violence into nothing more than spectacle.
The Disney Company’s massive success in the 20th century is based on creating an image of innocence, magic and fun for kids. Its animated films in particular are almost universally lauded as wholesome family entertainment, enjoying massive popularity among children and endorsement from parents and teachers around the world. This film takes a close look at Disney, to analyse the world these films create for kids and the stories they tell and propagate; contextualised by the cultural pedagogy of Disney’s conglomerate mass-media control and vast corporate power. Including interviews with social commentators, media scholars, child psychologists, kindergarten teachers, multicultural educators, college students and children, Mickey Mouse Monopoly provokes audiences to confront assumptions about an institution that is virtually synonymous with childhood pleasure.
Ever since February 1997, when genetic scientists first unveiled ‘Dolly’ the cloned sheep, has genetic engineering pushed towards the desire to clone and genetically modify human beings. Since then, cloned cattle, pigs, goats and mice have been produced amongst other things, fuelling the belief that humans can be next. But what are the problems with this manipulation? Cloning The First Human follows the latest research, which not only shows complications from an ethical position, but much more dangerous ones too…
At the turn of the millennium, a group of eleven girls aged 8 to 16 from a variety of socio-economic backgrounds were interviewed about their views on media culture and its impact on their lives. Their insightful and provocative responses reveal how the attitudes and expectations of young girls are influenced by a saturated media culture. Using excerpts culled from a typical week of television broadcasting alongside the interviews, What a Girl Wants aims to provoke debate about the effects of media culture and, ideally, act as a catalyst for change in media content.
The myths of globalisation have been incorporated into much of our everyday language. “Thinking globally” and “the global economy” are part of a jargon that assumes we are all part of one big global village, where national borders and national identities no longer matter. But what is globalisation? And where is this global village? In some respects you are already living in it. The clothes in your local store were probably stitched together in the factories of Asia. Much of the food in your local supermarket will have been grown in Africa…
At the time of making this film, the year 2000, computer games represented a $6 billion a year industry, and one out of every ten households in the United States owned a Sony Playstation—numbers that have no-doubt since skyrocketed. Back then, children played an average of ten hours per week—a stat also since to have increased today—and yet, despite capturing the attention of millions of these kids, video games remain one of the least scrutinized cultural industries. Game Over seeks to address this fastest growing segment of the media, through engaging questions of gender, race and violence. Game Over offers a much needed dialogue about the complex and controversial topic of video game violence, and is designed to encourage viewers to think critically about the games they play.
This film examines the forces of culture influencing young people’s decisions about sex: media, family, religion, alcohol, and so on. By examining the cultural environment in this way, this film becomes a tool for facilitating informed discussions about the myriad influences facing young people. Filmmaker Dan Habib features the stories of eight young people, ages 16-24, and weaves them with observations about the messages young people get from popular culture.
Slim Hopes shows how the stories advertising tells us about food, femininity, and the female body directly contribute to anorexia, bulimia, and other life-threatening eating disorders. From ads that glamorise emotional eating with catch-phrases like “you can never have too much,” to ads that promote thinness and tell women to watch what they eat, Slim Hopes takes the advertising industry to task for sending young women in particular, a set of deeply contradictory and unhealthy messages about food and body image.
By addressing the question of violence and the media from a number of different angles, The Killing Screens presents a comprehensive view on how to think about the effects of the media environment in new and complex ways. In contrast to the relatively simplistic behaviourist model, that “media violence causes real-world violence,” renowned media scholar and researcher George Gerbner shows us how to think about the psychological, political, social, and developmental impacts of growing up and living within a cultural environment of pervasive violent imagery and narratives. What are some of the impacts of this culture and what can be done about it?
The filmmaker questions her sister, herself and others about the dreams and hopes they had growing up as girls in contrast to the reality they now face as women. Interviewees include a former Miss California contestant, a judge, a banker, an electrician, a secretary, and adolescent girls. They talk about childhood, athletics, careers, motherhood, body image, sexual assault and self-esteem. Made nearly 30 years ago, this film documents a growing awareness of issues affecting women. But have things changed today?
Thalidomide: The Ninety-Eight We Forgot follows a four-year investigation on behalf of a group of children damaged at birth by the drug Thalidomide which was introduced in the late 1950s to treat morning sickness and to aid sleep. The drug caused birth deformities, such as phocomelia, with more than 10,000 children in 46 countries born with deformities. This film investigates why a group of people are excluded from compensation from the effects of Thalidomide by various legal proceedings—still relevant today in the context of how the legal system continues to protect corporations at the expense of life itself.