Filmed over 3 years, Complicit is an undercover investigation into the lives and conditions of workers that assemble iPhones, tablets, and other electronics in factories such as Foxconn in Shenzhen and Guangzhou, China. The film reveals the global economy's factory floors, showing the conditions under which China's youth have migrated by the millions in search of the espoused "better life" working for big corporations. But the reality is working long hours with toxic chemicals that cause many cumulative detrimental health conditions, including cancers. As such, a focal point of the story is Yi Yeting, who takes his fight against the global electronic industry from his hospital bed to the international stage. While battling his own work-induced leukemia, Yi Yeting teaches himself labour law in order to prepare a legal challenge against his former employers. As the struggle to defend the lives of millions of Chinese people from becoming terminally ill from work necessitates confrontation with some of the world’s largest corporations, including Apple and Samsung, Complicit turns to become a powerful portrait of courage and resistance against screens and rapacious corporate power in a toxic culture.
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?
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.
HyperNormalisation wades through the culmination of forces that have driven this culture into mass uncertainty, confusion, spectacle and simulation. Where events keep happening that seem crazy, inexplicable and out of control—from Donald Trump to Brexit, to the War in Syria, mass immigration, extreme disparity in wealth, and increasing bomb attacks in the West—this film shows a basis to not only why these chaotic events are happening, but also why we, as well as those in power, may not understand them. We have retreated into a simplified, and often completely fake version of the world. And because it is reflected all around us, ubiquitous, we accept it as normal. This epic narrative of how we got here spans over 40 years, with an extraordinary cast of characters—the Assad dynasty, Donald Trump, Henry Kissinger, Patti Smith, early performance artists in New York, President Putin, Japanese gangsters, suicide bombers, Colonel Gaddafi and the Internet. HyperNormalisation weaves these historical narratives back together to show how today's fake and hollow world was created and is sustained. This shows that a new kind of resistance must be imagined and actioned, as well as an unprecedented reawakening in a time where it matters like never before.
Audrie & Daisy is a documentary about the trend of teenage girls in the United States being sexually assaulted by their male classmates, and having the assaults recorded and shared on social media. It looks at the trend that the legal system tends to systematically minimise and dismiss cases, resulting in victimised girls not receiving justice. Girls often end up getting bullied both in school as well as online for being rape victims, and the pictures and videos are posted online--almost as trophies--by teens that have committed and witnessed these crimes. The online forum for sharing these images and comments has become the new public square of shame for adolescents. Audrie & Daisy aims to shed light on this dark corner of life facing young adults, and serves to form a powerful tool for honest conversation, analysis, and real justice.
This short video explores how the online world has overwhelmingly become the popular outlet for public rage by briefly illustrating some of the many stories of everyday people which have suddenly become public enemy number one under the most misunderstood of circumstances and trivial narratives. With the web acting like a giant echo-chamber, amplifying false stories and feeding on the pent-up aggression of the audience watching the spectacle, The Outrage Machine shows how these systems froth the mob mentality into a hideous mess, as a good example of where the spectacle goes and how its intensity has to keep ratcheting up in order maintain the audience attention, in a culture of dwindling attention spans, distraction and triviality.
Every day, billions of people are unwittingly taking part in what is the largest most comprehensive psychological experiment ever conducted. The old marketing and advertising world using billboards, advertisements and TV commercials to persuade us, has been comprehensively augmented by an entirely new field of "user experience architects" and "online persuasion agents." These forces are given tremendous power from the proliferation of digital technologies. So how do these powerful forces ensure that we fill our online shopping carts to the brim, or stay on websites as long as possible? Or vote for a particular candidate? What Makes You Click examines how these prolific entities collectively and individually use, shape, and manipulate our experiences via an online world, not just when it comes to buying things, but also with regards to our free time and political perspectives. The manipulation has become so good that these powerful controllers, former Google employees among them, are themselves arguing for the introduction of an ethical code. What does it mean when the grand conductors of these huge experiments themselves are asking for their power, influence and possibilities to be restricted?
The Illusionists examines how global advertising firms, mass media, and the beauty, fashion, and cosmetic-surgery industries have together colonised the way people all around the world define beauty and see themselves. Taking us from Harvard to the halls of the Louvre, from a cosmetic surgeon's office in Beirut to the heart of Tokyo's Electric Town, The Illusionists shows how these industries saturate our lives with narrow, Westernised, consumer-driven images of so-called beauty that show little to no respect for biological realities or cultural differences. Featuring voices from prominent sociologists, magazine editors, scientists, artists, and activists, The Illusionists documents a truly global phenomenon, with hegemonic results.
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.
What do you get when you combine the culture of screens with the society of the spectacle, pervasive individualism with its rampant loneliness, in a media environment awash in a culture of pornography, instant gratification and self-interested sexual impetuousness? An insight into the question could be perhaps explained through The Secret World of Tinder. Tinder is an 'app' for 'smartphones' that displays profile pictures of people that are near the phone. When couples are matched, they can text each other. Many call it "the sex button" and the app indeed has a reputation in the world of online dating. This short TV documentary attempts to explore what it means in today's culture mediated by technology, as seen through the Tinder app, providing insights into the way some people think and feel about sex and relationships in the age of the technocracy.
Steve Jobs: The Man in the Machine is not just another celebratory biographical film about the life of a business man that many around the world grieved in 2011. It's a full rounded critical examination into the fundamentals of a person revered as an iconoclast, a barbed-tongued tyrant, a business sociopath. The real Steve Jobs is revealed like this through candid interviews from those who had close relationships with him at different stages of his life, including the mother of his child, Lisa, that Jobs refused he had, but named a computer after instead. The film also takes us through the evocative essence of the brand of Apple Computers which has captured the population like zombies, and asks the question: What is the legacy of this industry, and the truth of this kind of person that the culture celebrates so much, completely ignoring the darkness?
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.
In the wake of the September 11th attacks, amongst the ravaging of war, the United States has been secretly deploying drones to carry out assassinations throughout the Middle East. The drones are increasingly piloted by the likes of young computer gamers groomed by screen culture and computer games of war, where in many cases, the Pentagon is directly involved in the creation of such games as recruitment tools, actively working to lure young people proficient with technology into the new era of the military-industrial-complex. Drone unravels this complex phenomenon while travelling to places such as Waziristan, where innocent civilians, including children and rescue workers are routinely secretly killed, where families and communities ravaged by the drone strikes search for understanding, accountability and adjustment to the daily horrors. The film also takes a look at the young people sitting behind the screens of the new war machines, half a world away, that actually pull the trigger, asking what kind of world is being built in the rise of seemingly endless and lucrative war driven by technological escalation.
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?
The Hacker Wars explores the strange duality of the modern-day computer-hacker as a mischievous provocateur, but also in some cases, societal activists with underlying political fervour, serious or not. The film explores this by profiling some of the renowned characters that have tickled the secretive inner workings of corporations and government agencies for various reasons—ranging from the nefarious and narcissistic, to the political and scandalous. Some do it for the lulz, others do it to prove a point, and others do it to "speak truth to power." In any event, many have faced severe punishments as a result. By following through this, The Hacker Wars touches on issues of whistleblowing, social justice, and power relations, in a time where computer technologies represent extreme power and control. But for whom? And what? This poses the question in deciphering the personalities of the hackers themselves. Are they serious activists with good intentions, or are they driven by insane ideologies?
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?
We live in an absolutely saturated media environment of images that span 'real' and fake—whether it's newspaper and tabloid photos, journalism itself, art and culture, or the human body. Images claim to be hardly distinguishable from the originals, while the virtual world is increasingly becoming 'seamless' in the real world. Kids today see a Clown Fish but instead impose their imagery of Finding Nemo. People interact with machines more than they do living beings. The narratives imposed by this technological and media culture are fast seeking to entirely replace the real world with a simulation of it. So what does that mean for the truth? The Industry of Fake explores the shifting boundaries and inequality in journalism and in art, as well as providing a basis to question this culture's fascination with simulacra—a process of mimicry mediated by images that represents the real thing, but is not the real thing. What does it mean if we value our projections or stories about the thing as opposed to the thing in-and-of itself? What does this mean in the real world if we come to value our simulations or representations as more authentic things as opposed to copies or toxic mimics?
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.
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 Society of the Spectacle is a film based on the 1967 book of the same name by French political theorist and philosopher, Guy Debord. The work traces the development of modern society, in which Debord argues that authentic social life has been replaced with representations, and that the history of social life can be understood as "the decline of being into having, and having into merely appearing." This emerges from and gives rise to a pervasive and all encompassing spectacle in which relations between commodities have supplanted relations between people, in which "passive identification with the spectacle supplants genuine activity." The film weaves the text of the original book with modern-day imagery, illustrating many elements of the spectacle, including that "the spectacle is not a collection of images, rather, it is a social relation among people, mediated by images." This makes the material hard to decipher at times, especially with conflicting subtitles between languages: but this is part of Debord's goal, to "problematise reception" and force the viewer to be active rather than passive. In addition, the words of some of the authors are "détourned" (hijacked) through deliberate misquoting. The result is a foundational work on the concept of the spectacle and its characteristics, to encourage critical thinking, to build and extrapolate critiques to apply to the wider social scale.
In 2002, quietly and behind closed doors, the Internet giant Google began to scan millions of books in an effort to create a privatised giant global library, containing every book in existence. Not only this, but they claimed they had an even greater purpose--to create a higher form of intelligence, something that HG Wells had predicted in his 1937 essay "World Brain". Working with the world’s most prestigious libraries, Google was said to be reinventing the limits of copyright in the name of free access to anyone, anywhere. But what can possibly be wrong with this picture? As Google and the World Brain reveals, a whole lot...
Esc & Ctrl is an online series of short documentary films where journalist and filmmaker Jon Ronson explores some aspects of screen culture and the Internet. By exemplifying the concepts of control of information and the screen culture's reactions to publishing, censorship, viral videos, media attention and manipulation; a small set of stories weave together to pose bigger questions around democracy and open communication in the age of the computers and a corporately mediated virtual world.
Admit it--you don't really read the endless pages of terms and conditions connected to every website you visit or phone call that you make do you? Of course not. But every day billion-dollar corporations are learning more about your interests, your friends and family, your finances, and your secrets--precisely because of this; and are not only selling the information to the highest bidder, but freely sharing it with the government. And you agreed to all of it. With plenty of recent real-world examples, Terms And Conditions May Apply covers just a little of what governments and corporations are legally taking from Internet users every day--turning the future of both privacy and civil liberties into serious question. From whistleblowers and investigative journalists to zombie fan clubs and Egyptian dissidents, this film demonstrates how all of us online have incrementally opted-in to a real-time surveillance state, click by click.
Using the analogy of a Panopticon, this film looks at how technology and the convergence of vast data stores together are fuelling one of the most comprehensive attacks on privacy ever before seen. How is modern society being defined by such rapid changes? Where are we heading? By travelling to Germany to show how such attacks have been the basis for past dictatorships, Panopticon asks: Even if you have nothing to hide, do you have nothing to fear? What does privacy mean for you? When precisely does the surveillance state begin? What is your threshold? With a focus on the Netherlands, Panopticon offers a comprehensive analysis challenging the current herd-mentality and apathy about privacy in the modern world.
High Tech, Low Life follows the journey of two Chinese bloggers who travel their country chronicling undner-reported news and social issues stories. Using laptops, mobile phones, and digital cameras, both develop skills for reporting while learning to navigate China's continually evolving censorship regime and the risks of political persecution. The film follows 57-year-old 'Tiger Temple,' who earns the title of China's first "citizen reporter" after he impulsively documents an unfolding murder; and 27-year-old 'Zola' who recognises the opportunity to be famous by reporting on sensitive news throughout China. From the perspective of vastly different generations, both personalities must reconcile an evolving sense of individualism, social responsibility and personal sacrifice. The juxtaposition of Zola's coming-of-age journey from veggie-farmer to Internet celebrity; and Tiger Temple's commitment to understanding China's tumultuous past, both provide a portrait of China and of the wider questions facing news-reporting in the age of the Internet.
How does the military train the solider of tomorrow? Video games. The most popular games are those that replicate as close as possible the war events as seen on the news. Such games now far outpace the biggest Hollywood blockbuster movies, popular music, and best-selling books, combined. What does this complete immersion in high-tech war mean for our political culture? As well as those directly affected by state violence? What does it mean when the technological sophistication of modern militarism become forms of mass entertainment? Returning Fire profiles three artists and activists that decided these questions needed to be answered. We see how Anne-Marie Schleiner, Wafaa Bilal, and Joseph Delappe moved dissent from the streets to the screens, infiltrating war games in an attempt to break their hypnotic spell. The results ask all of us--gamers and non-gamers alike--to think critically about what it means when drones and remote warfare become computer games and visa versa. Can we reflect on our capacity to empathise with people directly affected by the trauma of real war?
One generation from now, most people in the United States will have spent more time in the virtual world than in the natural world. New media technologies have changed lives in countless ways. Streams of information now appears in a click. Overseas friends are contactable in an instant. Engulfing video games and streams of endless entertainment to stimulate the senses, dazzle the mind and pander to the acculturated desire to be in control. Even grandma loves Wii. But what are people missing when they're behind screens? How is it already impacting our children, our society, and the planet? At a time when people are at screens more than they are outside, Play Again explores the challenge in dealing with the addiction and returning to the real world...
Truth in Numbers? Everything, According to Wikipedia explores the cultural implications and background of one of the most visited and referenced sites on the Internet. What is the role and impact of Wikipedia in the archiving of information and the preservation of culture? What will it leave behind? This film examines the unfolding legacy by weaving multiple perspectives about the impact of Wikipedia and provoking a deeper conversation on how knowledge is formed and what future generations will learn about history and the world...