Generation Wealth is a visual history of the materialistic, image, and celebrity-obsessed culture, explored through the work of photographer and filmmaker Lauren Greenfield. Part historical essay, part autobiographical, Greenfield puts the pieces of her life's work together to reveal the pathologies that have created the richest and most unequal society the world has ever seen. Spanning consumerism, beauty, gender, body commodification, aging, and sex, Generation Wealth unpacks the global boom-bust economy, the corrupt American Dream and the human costs of capitalism, narcissism and greed.
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 Social Dilemma brings together former product directors and designers of Facebook, Google, Instagram, Pintrest, Twitter, and so on, to reflect on their creations and face questions about the age of addiction, information manipulation, and algorithmic social control they've ushered in. The creators speak openly about how they themselves took part in this co-optation of society, either naively or with malignant indifference, by designing websites in such a way to influence and manipulate billions of people for corporate interests by using deep psychological and addictive triggers in the human mind. Detailed explanations about how this can play out in the real world are illustrated through dramatisations, which are also expanded upon by experts in psychology, technology, and social studies. The result is a sobering call for emergency damage control, to undo the massive harm that technology companies have unleashed on society unrestrained for the past several decades, at a time of rapid social unravelling.
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...
Slim Hopes
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.
Girl Model offers a glimpse into the hall of mirrors that is the modelling world as it interfaces with other industries and other countries. The film follows Ashley—a deeply ambivalent former-model who is now a scout and scours the Siberian countryside looking for 'fresh faces' to send to the Japanese market; and one of her 'discoveries,' Nadya, a thirteen year-old plucked from the Siberian countryside and dropped into the centre of Tokyo with promises of a profitable career. What entails is the opening of a can of worms that isn't easily solved in one sitting—a thriving and curiously sinister modelling industry that spans the globe, luring everywhere with pretences of wonder, success and riches. But the realities are harsh. The fashion industry can look glamorous from the outside, but its insides are, at the very least, deceptive and sinister; and the myths run deeply entrenched in the culture, constantly promulgating new, young recruits. This 'meat market,' a prelude to sex trafficking, is creepy, ugly, and preys on the young and vulnerable. Can the spell be broken?
Over 18
Over 18: The Question is Not Enough is a broad examination of modern pornography. For just a generation ago, porn was on the fringe in glossy magazines. Today, porn is mainstream and even celebrated. But as softcore imagery migrated into popular culture through advertising and became normalised, today's mainstream porn is hardcore and explicit in order to distinguish itself. Now too, with the pervasiveness of the Internet, graphic video is also increasingly exposed to young people. Over 18 tells the story of Joseph, a 13-year-old boy who is recovering from a porn addiction that he fell into when he was just 9 years old--a case that is not unexceptional. By exploring what today's mainstream porn is and how it captures people through candid interviews with porn producers and ex-porn stars themselves, Over 18 also provides research from academics, and life experience from recovering addicts, to take aim at the content of modern pornography and its existence as an industry.
In Deadly Persuasion: The Advertising of Alcohol & Tobacco, Jean Kilbourne exposes the manipulative marketing strategies and tactics used by the tobacco and alcohol industries to keep people hooked on their dangerous products. Illustrating her analysis with hundreds of current advertising examples from mainstream and trade sources, Kilbourne presents a compelling argument that these cynical industries have a clear and deep understanding of the psychology of addiction and an understanding they exploit to create and feed a life-threatening dependency on their products. Deadly Persuasion casts a critical eye on the corporate interests that lie behind the industries whose products kill more than 450,000 people each year in the United States.
Physician and mother of two Dr. Delaney Ruston became interested in how much screen time is too much when her preteen started begging for a smartphone. Ruston saw other parents equally confused on how to balance technology with a young developing mind, so she decided to delve into the science behind screen time to understand how it affects young people's minds and development. Through personal stories and input from leading researchers, the result is Screenagers, a film that sheds light on the impact screen time is having on kids; exploring how learning, playing, and socialising online effects teens' developing attention span, fragile self-esteem, and moral instincts. Screenagers examines the real risks of failing in school, social isolation, and digital addiction. It also explores solutions to handle screen time and provides parents with tools to help young people develop self-control and find balance in their digital lives, rather than rapid-fire thumbs and a six-second attention span.
Human Resources -- Social Engineering in the 20th Century is about the rise of mechanistic philosophy and the exploitation of human beings under modern hierarchical systems. The film captures how humans are regarded as a resource by corporations--something to be exploited for pecuniary gain--by following the history of psychological experiments in behaviour modification, conditioning and mind control; applying the outcomes to modern day establishment experiments such as institutionalised education, and social engineering by way of things like television...
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.