The ‘MeToo’ movement has brought the pervasiveness of sexual abuse and harassment in this culture to the mainstream, creating an unprecedented demand for sexual violence prevention models that actually work. The Bystander Moment tells the story of one of the most prominent and proven of these models developed by activist and writer Jackson Katz and his colleagues. Illustrated through archival footage and clips from news, sports, and entertainment media, Katz explores the role of bystanders—especially friends, teammates, classmates, and co-workers—in perpetuating sexual harassment and sexual assault. Katz also gives attention to peer culture dynamics—in particular the male peer culture dynamics across race and ethnicity—that help normalise sexism and misogyny while silencing other men in the face of abuse. The Bystander Moment qualifies the crucial importance of appealing to people not as potential perpetrators or passive spectators, but as active bystanders and allies who have a positive role to play in challenging and changing sexist cultural norms, to stopping abuse and violence.
How can we make political change if peaceful demonstration is not effective and violence only brings more violence? War/Peace posits this question by reintroducing two surviving figures from the Weather Underground movement of the late 1960s, Bernardine Dohrn and Bill Ayers. Coming from the hippy counterculture, the Weather Underground was a radical militant organisation, with revolutionary positions characterised by the Black Power and civil rights movements, as well as opposition to the Vietnam War. In 1970, the group issued a “Declaration of a State of War” against the United States government, with the goal to overthrow the government and end United States’ imperialism, culminating in a bombing campaign targeting government buildings along with several banks. War/Peace rewinds to the past to draw out the complexity of these political struggles, and what went wrong, while drawing parallels to the struggles of today, where a lot has changed, but a lot has also remained the same.
Concerning Violence narrates the events of African nationalist and independence movements in the 1960s and 1970s which challenged colonial and white minority rule. The film is an archive-driven video essay based on author Frantz Fanon’s ‘The Wretched of the Earth,’ covering the most daring moments in the struggle for liberation in the so-called ‘Third World,’ as well as an exploration into the mechanisms of decolonisation. Fanon’s text, which was banned soon after publication more than 50 years ago, remains a major relevant tool for understanding and illuminating the neo-colonialism still happening today, as well as the reactions against it.
Peace Officer explores both the militarisation and increasingly violent culture of police forces, as told through the career of William Lawrence, a former sheriff of Davis County in Utah United States, who established and trained the state’s first SWAT team. As a gifted investigator, Lawrence’s savvy skills help break the Ted Bundy case. He also sees SWAT enter the public consciousness and transform the culture of policing throughout the 1970s, along with the convergence of the War on Drugs on policing attitudes and police violence. He eventually leaves public office, concerned, when soon after, his son-in-law is killed in an emergency call gone awry by the very same SWAT unit he created 30 years ago. An internal investigation of course finds no police wrongdoing, so Lawrence turns to his own renowned investigative skills. He sets out to not only uncover the truth of his son-in-law’s homicide, but to tackle the culture and attitudes of modern-day policing on a national level.
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.
Subconscious War is a video essay exploring the influences of media and the culture of violence on reality, and the cultivation of collective values in society. The film contrasts the writings of Aldous Huxley and Neil Postman’s grim assessments; relating the concepts of works such as ‘Brave New World’ and ‘Amusing Ourselves to Death’ to the current cultural influences that foster today—corporate media and indeed media saturation, video games, television, and a pervasive technoculture, for example. What is being created? And what sort of people are being cultivated by this culture? Who benefits?
How does the military train the solider of tomorrow? Video games. The most popular games are those that replicate the war events as seen on the news as close as possible. 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?
By examining the modern culture of industrial civilisation and the persistent widespread violence and environmental exploitation it requires, END:CIV details the resulting epidemic of poisoned landscapes and shell-shocked nations, while further delving into the history of resistance and the prospect of fighting back against such abuse. Detailed is an overview of the environmental movement analogous with the historical whitewashings of the supposedly ‘pacifist’ social struggles in India with Gandhi and Martin Luther King in the United States; the rise of greenwashing and the fallacy that all can be repaired by personal consumer choices. Based in part on ‘Endgame,’ the best-selling book by Derrick Jensen, END:CIV asks: If your homeland was invaded by aliens who cut down the trees, poisoned the water, the air, contaminated the food supply and occupied the land by force, would you fight back?
Based on the comprehensive work of media scholar George Gerbner, The Mean World Syndrome takes aim at the for-profit media system that thrives on violence, stereotypes, and the cultivation of anxiety. The film takes us through how the more television people watch, the more likely they are to tend to think of the world as an intimidating and unforgiving place, while being insecure and afraid of others. We see how these media-induced fears and anxieties provide fertile ground for intolerance, extremism, and a paranoid style of politics that threatens basic social values. The result is an accessible introduction to debates about media violence and more broadly, the effects of the media system. This film is a powerful tool for helping to make sense of the increasingly intense and fractious political climate of today.
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?