Cinema is an industry and as such it is an ecosystem. Furthermore, it is also complicit in ecological issues much like other industries. Indeed, a number of studies have examined the cinematic footprint of filmmaking and, too, film and its relation to ecology. And these two interconnected issues â film as an ecosystem and film as an industry â will be discussed in the first two sections of this chapter. As we come to consider film as an industry and how current ecocriticism has raised some very significant issues in this domain, what does become clear, however, is that there has not, as yet, emerged a theoretical model, per se, that could help us, on the one hand, give critical readings that are not bound by standard approaches and, on the other, offer the possibilities in film practice to structure film narratives according to different models other than the dominant ones in use today. But, as I hope to show, this is where Raworthâs Doughnut Theory comes into play, and Iâll begin to present her model in Section 3 of this chapter.
1.1 Film as an ecosystem: film technology then and now â from celluloid to digital
Originally, cinema came down to the revolution of wheels and reels at the right speed in order to create the illusion of real movement in real time. At first, this was a hand-cranked affair: images were made by capturing light onto film, light sources were primarily natural (until studios were electrified), and screened-images were produced by light shining through the processed film. At the source of film technology, then, it is all about light, both a natural resource and a man-made one. With film in this mode, time is linear and the process is analogue. This cinema of the Celluloid era is a Modernist haptic industrial affair.
Nowadays, we have entered a different technology for filmmaking, the digital â which, while still dependent on light, now pixilates visual information. Thus, information, images, and films can be relayed far more readily to us via satellite, the internet, or compressed onto a hard drive or DVD disc. In this new revolutionary context, images come to us at speed in space and time â virtually and instantaneously. Along with its production and distributive potential, digital film is a borderless visual entity, truly transnational, therefore, even as it is simultaneously embedded in a given, specific culture. Thus, in Film Studies, we could speak more helpfully perhaps of film culture, rather than national cinemas â a concept which allows us to explore film as a convergent, interconnected artefact (much as we do in relation to sculpture and painting).1
However, we need to remain aware that this digital cinema is a Postmodern, non-haptic, virtual affair. Digital film cannot be seized manually in the way celluloid film can. We can see it, but we cannot grasp it. This inevitably causes a new sort of distance between us as spectator and the object viewed on screen which the plasticity of celluloid film did not produce, because images of the «real» had been recorded onto a physical property. But with the digital, this lack of the physical (proof, if you will) and, therefore, the lack of the haptic, means that a kind of emotive annulling can occur, a detachment from a sense of the real. At its most extreme, used in warfare, this micro-digital-technology can create the sensation that what we are witnessing is an illusion, a special effects moment, a spectacle without consequences. Because it is so minuscule (to the point almost of invisibility2), this technology allows us to install camera probes in bombs, to send drones mounted with cameras that are armed to drop bombs unmanned. In this context we are truly in the domain of Robotic Digital Practices â what we might term weirdly weightless wars. Thus, for example, during the first Iraq War (known also as the Persian Gulf War) of 1991 and again in the 2003 Iraq War, cameras were mounted in the nose cones of Guided Bomb Units, and, as they steered towards their targets, they provided the (in this instance television) audience with images right up until the final moment of the actual bombing. This smart-bomb footage had the peculiar effect of placing the audience-viewer as the projectile itself, on its way to its pre-programmed destination. But, because upon impact all visual connection ceased, so too there was nothing to see: âno bodies, no destruction,â âjust a wall of static.â3 In short, the smart-bomb offered a birdâs-eye view of a bloodless war, the whole effect being more like a video-game than anything real. In a similar vein of detachment, I would evoke the relaying, by helmet-cam, of the assassination of Osama Bin-Laden in 2011 to the White House âSituation Room.â