With its motto "Don't be evil," Google claims it has the best intentions. But there are also claims that Google is slowly turning into Big Brother, keeping track of users and continuously making decisions about the information it provides. Will Google turn out to be the new Library of Alexandria, serving as the great collector that brings the world's information to supposedly everyone, as it claims? Or is it more like a monopolistic, Ministry-Of-Truth-type corporation that challenges the very freedom of information by its stronghold over internet data?
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?
Millions of people around the world are finding work by-the-job online. The "gig economy" is worth more than $5 trillion worldwide, and seemingly growing. But who are these workers? Seduced by the promise of independence, and control over their working hours and income, people around the world that are lured into the gig economy now face the harsh reality of it algorithmically-driven market place: dangerous working conditions, instability, and the precariousness of their work that can stop overnight in the case of deactivation or a bad review. Through committed characters, The Gig is Up shows that the so-called 'freedom' that is espoused by this technological economy is only an illusion.
Social media networks purport the ability to interact with culture—talking directly to artists, celebrities, movies, brands, and even one another—in ways never before possible. But is this real empowerment? Or do marketing companies still hold the upper hand, as before? Generation Like explores how the perennial quest for identity and connection is usurped in the pervasive game of cat-and-mouse by vast corporate power in the extensive machine for consumerism that is now the online environment. The audience becomes the marketer; buzz is subtly controlled and manipulated by and from real-time behavioural insights; and the content generated is sold back to the audience in the name of participation. But does the audience even think they're being used? Do they care? Or does the perceived chance to be the 'next big star' make it all worth it?
How do online giants such as Facebook and Google deal with problematic content posted to their platforms every minute? They outsource the act of "digital cleaning" to teams of people paid a pittance in countries such as the Philippines, to act as content moderators. It's these hidden low-paid workers, in giant click farms, that spend long shifts removing posts and deleting accounts. So how do their decisions influence what the billions of people using social media all around the world see and think? What are the policies they are told to enforce? Are the cleaners part of the online world of clever hoaxes and fake news, or are they on the frontline of social media spectacle and furor?
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.
Marion Stokes was secretly recording television twenty-four hours a day for thirty years. It started in 1979 with the Iranian Hostage Crisis at the dawn of the twenty-four hour news cycle, and ended in 2012 while the Sandy Hook massacre played on television as Marion passed away. In between, Marion recorded on 70,000 VHS tapes, capturing revolutions, lies, wars, triumphs, catastrophes, bloopers, talk shows, advertising--all of which deeply show how television has shaped the world of today. Remarkably prescient, Marion knew this, and saved it as a form of activism, knowing that archiving everything that was said and shown on television was part of the fight for the truth and historical memory, keeping those in power accountable. At the time, the public didn’t know it, but TV networks themselves were not keeping archives of their material, with huge swathes of recorded history lost. If it wasn't for Marion, and the Internet Archive that will soon digitise her tapes for prosperity and free public access, these records would be lost forever. This film is about a radical Communist activist, who became a fabulously wealthy recluse archivist, and whose work was unorthodox, but also genius, even though she would pay a profound price for dedicating her life to such a visionary project.
Neuroscientist Professor Susan Greenfield says today's developing brain is being worryingly reshaped by excessive visual stimulation -- the effect of a culture driven by screens. Biotechnology, nanotechnology, even the internet are all impacting on our brains and could be heralding future generations with different abilities, agendas and even ways of thinking. Her prediction is that we might be standing on the brink of a cataclysmic mind-makeover never before seen...
In 1960, NBC aired what is widely considered to be the first reality television show in American broadcast history. Billing itself as a new kind of visual reporting, the show was called Story of a Family, and it purported to document the day-to-day lives of the 10-member Robertson family of Amarillo, Texas. While the show has long since faded from public memory, media scholars and television historians have long recognised its significance as a precursor to the "unscripted programming" that dominates television today. TV Family draws on this history by interviewing several of the children featured in Story of a Family, to offer a fascinating behind-the-scenes account of how the show was made, and what it means to shape culture. Weaving personal anecdotes with commentary from historians and scholars, TV Family reveals the story of how the show's producers carefully choreographed the way they wanted the family to appear to the American public—all in the name of "authenticity." The result is an eye-opening look at one of television's earliest successes in shaping the reality of family life in commercially viable ways.
Facing Beauty examines the explosive growth of the plastic surgery industry, by looking through China's beauty obsession and the social media influencers that are driving its mindset. A mobile app has captured the population by promoting an "ideal ratio in human facial features," where users' faces are assessed and given a score. The app then draws up plans for surgeries to lower that score, referring users to endorsed clinics, driving both non-invasive and invasive surgeries and procedures. Now, demand for those procedures is so widespread among the country's youth population, it's estimated the industry will be worth US$200 billion by 2030. This growth in the industry has led to an expansion of 'beauty' institutions that employ staff without adequate medical qualifications or protections, and even though some procedures have been banned and the negative health impacts shown, demand continues to increase at fever pitch.
Instafame is an exploration of a teenager's relationship with the concepts of success and fame through the lens of the screen, exemplified by the popular photo-sharing website 'Instagram.' The short film speaks volumes about this specific aspect of screen culture in that the notions of celebrity are self-reinforced in the closed-loop of the 'social networking' environment which is itself a purpose-built, commercially-mediated experience. So what happens to the notions of identity, friendship, personality and so on; in this space, and in the wider culture?
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.
For many years, there has been widespread speculation, but very little consensus, about the relationship between violent video games and violence in the real world. Joystick Warriors draws on the insights of media scholars, military analysts, combat veterans, and gamers themselves, to examine the latest research on the issue. By setting its sights on the wildly popular genre of first-person shooter games, Joystick Warriors exploring how the immersive experience these games offer link up with the larger stories this culture tells about violence, militarism, guns, and manhood. It also examines the gaming industry's longstanding working relationship with the United States military and the arms industry, showing how the games themselves work to sanitise, glamorise, and normalise violence while cultivating regressive attitudes and ideas about masculinity and militarism.
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.
20 years on from the invention of the World Wide Web, The Virtual Revolution explores how the Internet is reshaping almost every aspect of our lives. But what is really going on behind this reshaping? The inventor of the Web, Tim Berners-Lee, believed his invention would remain an open frontier that nobody could own, and that it would take power from the few and give it to the many. So how do these utopian claims stand up to today?
We live in a world of screens. The average adult spends the majority of their waking hours in front of some sort of screen or device. We're enthralled, we're addicted to these machines. How did we get here? Who benefits? What are the cumulative impacts on people, society and the environment? What may come next if this culture is left unchecked, to its end trajectory, and is that what we want? Stare Into The Lights My Pretties investigates these questions with an urge to return to the real physical world, to form a critical view of technological escalation driven rapacious and pervasive corporate interest. Covering themes of addiction, privacy, surveillance, information manipulation, behaviour modification and social control, the film lays the foundations as to why we may feel like we're sleeprunning into some dystopian nightmare with the machines at the helm. Because we are, if we don't seriously avert our eyes to stop this culture from destroying what is left of the real world.
Hundreds of thousands of mobile phones, LCD screens, TVs, notebooks, tablets, and computers become useless or quickly "out-of-date" and end up in Ghana every year, where children and adolescents dismantle them for "recycling." Welcome to Sodom profiles the life of those who work in the brutal conditions, handling the world's electronic waste, and what they endure to barely make enough money to survive. Many years before the wasteland, Ghana was a beautiful savanna with greenery and animals, now it's a hell of fire, toxins, acrid smoke, plastic, and pollution, at the behest of the global economy and the technoculture that drives it.
In 2010, the death of a three-month-old baby in South Korea named Sarang (translated as Love) became an international news story—the parents had neglected her to play an online fantasy game. She died primarily of malnutrition. But instead of merely condemning the parents, Love Child takes a different approach by looking at some issues that led to the parents addiction and how their child became oblivious to them. The film then expands to view the way South Korea's standing as a world leader in Internet technologies has adversely affected its society, speaking also globally, where the virtual world now trumps the real world for many millions of people, with extreme consequences.
Stupidity sets out to determine whether our culture is hooked on deliberate ignorance as a strategy for success. From Adam Sandler to George W. Bush, from the IQ test to TV programming, to the origins of the word "moron," this film examines the celebration of dumbing-down in contemporary culture. Featuring opinions and comments from TV personalities to scholars, researchers, and the general public, Stupidity reveals that despite this culture's extensive access to information and education, it continues to choose and celebrate stupidity and ignorance.
The average child in the United States spends 40+ hours per week consuming media—the equivalent of a full-time job. This means that by the time children born today turn 30, they will have spent an entire decade of their lives in front of a screen. Remote Control examines the implications of this unprecedented level of exposure by showing the media habits of two families and supplementing their personal insights with interviews from media experts and educators. Revealed is the centrality of media in our lives and far-reaching effects that we are only beginning to understand, as well as ways we might begin to help our children live a life instead of watching one.
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.
By planting a variety of fake celebrity-related stories in the UK media and having tabloid newspapers accept them without corroboration or evidence, Starsuckers navigates through the shams and deceit involved in creating a pernicious celebrity culture, uncovering the real reasons behind the addiction to fame and the corporations and individuals who profit from it.
YouTube, owned by Google, has become one of the most powerful online media platforms in the world, fast to be replacing the viewership of television with over 30 billion hours watched per month in 2017. Young people flock to the platform in the hopes of fame and fortune, which comes for a select few, but not all, hence the allure to 'make it.' YouTube celebrities are now mainstream celebrities. The result is troves competing to live their lives as monetised open-wounds for the corporate platform, constantly pleading for subscribers, attention and engagement, all at the hands of Google, its secret algorithms, and the screen culture of spectacle, pornography, and targeted advertising. On both sides of the screen, the treadmill is all about keeping the ad dollars constantly rolling. YouTube, YouTubers and You offers a glimpse into this new media and advertising world, pondering how this culture may continue to undermine our future media and informational landscape. What sort of people and world is this culture creating and perpetuating?
Mega-corporations like Apple, Amazon, Google and Facebook are incredibly powerful, and their growth shows no signs of slowing down. The pandemic has only them more influential. Experts have long watched as they breach antitrust laws, while also receiving special treatment when it comes to paying low wages, avoiding taxes, flouting laws, and even making their […]
Web Junkie travels to China, the first country in the world where Internet addiction has been classified as a clinical disorder. The film focuses on the methods used to treat young people, which reveal a surreal mix of prison, hospital, and military operations, with a dose of group therapy thrown in for good measure. We also see the cultural and emotional effects of Internet addiction in China's society of hyper-competitiveness, which speaks to the dominant culture worldwide. Web Junkie exposes the virtual world in a country—and indeed world—of disparity, where health officials have no idea how to cope with a younger generation that finds World of Warcraft more exciting and supposedly more "real" than their own lives.
The Great Hack is an inside account of the company Cambridge Analytica, which used vast amounts of personal data scraped from portals such as Facebook to manipulate elections throughout India, Kenya, Malta, Mexico, the United Kingdom and United States over the past decade. The company, owned by SCL Group--a British firm that has a background in military disinformation campaigns and psychological warfare--came to public attention after the Brexit campaign in the UK, and soon after, the election of Donald Trump in the United States, both closely worked on by Cambridge Analytica and its billionaire backer, Robert Mercer. This resulted in inquires and investigations into both Facebook and Cambridge Analytica, but the company liquidated, along with its internal documents. Two former employees instead step forward to offer an inside account into the dark world of data mining and personalised propagandising, having some regret for what they have done. The film tracks these characters, as Cambridge Analytica lives on as Emerdata Limited, in the same London office. The Great Hack exemplifies big questions about democracy in the age of targeted information manipulation via the screen, and just how much power over our awareness has been ceded to giant corporations.
Facebook is an enormously powerful corporation, harnessing both the self-disclosed and gleaned personal data of over 2 billion people. Its user-base is larger than the population of any country. The company is all pervasive online, tracking and profiling users and non-users alike. Cracking the Code looks at the insides of this giant machine and how Facebook turns your thoughts and behaviours into profits--whether you like it or not. And it's not just a one-way transaction either. Cracking the Code also explains how Facebook uses vast troves of web data to manipulate the way you think and feel, as well as act--all in the sole interests of Facebook, masquerading as "community." What are the social implications of this--when one company basically controls the insights and experiences of the entire online world, with extremely personalised and targeted social and behavioural engineering on a scale never before seen?
After Truth is about the growing proliferation of modern disinformation, where almost anybody with a computer and social media access can have a powerful platform without oversight, influencing the information experiences of billions of people. The melting pot is catalysed by Facebook, Twitter, Reddit, 4chan, and other websites that spread disinformation to huge audiences with a profit incentive, competing to capture everyone's attention. After Truth asks the question about where all this is heading, by exemplifying events such as Jade Helm, Seth Rich, and Pizzagate, but also profiling some major and minor personalities involved in spreading disinformation, conspiracy theories, fear, and uncertainty. With an empire in collapse, and physical reality being increasingly replaced by popular postmodern theories of "there is only subjective truth," this film not only presents the challenge of returning to what is real, but the task of stopping disinformation from continuing to divide, confuse, distract, and destroy.