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Committee calls in Snapchat in Immersive and Addictive Technologies inquiry

7 March 2019

The DCMS Committee will be taking evidence from Snapchat as part of its Immersive and Addictive Technologies inquiry. The hearing with Stephen Collins, Senior Director, Public Policy International, and Will Scougal, International Director, Creative Strategy, will take place on Tuesday 19 March.


Tuesday 19 March, Committee Room 8, Palace of Westminster

At 10.30am

  • Stephen Collins, Senior Director, Public Policy International, Snapchat 
  • Will Scougal, International Director, Creative Strategy, Snapchat 

Chair's comment

Damian Collins MP, Chair of the DCMS Committee, said:

“Snapchat is one of the most popular social media platforms, and an app that is predominantly used by young people. It is important that the DCMS Select Committee has the opportunity to question them on a range of issues that are relevant to our inquiry on immersive and addictive technologies.

“The unique format of Snapchat presents a number of important challenges that I believe that the company should be addressing. We are interested in assessing the impact of the features of the service on users, as well, amongst other things, the company's policy on advertising. 

“I was particularly disappointed to hear of Snapchat's inadequate response to police inquiries regarding approaches that have been made to the family of Breck Bednar, who was murdered in the most abhorrent circumstances. Social media companies have a responsibility to cooperate with law enforcement agencies to protect their users, and this perhaps the most egregious example of a company failing in that responsibility. We will be raising this tragic case with the company as part of our evidence session with them.” 

Further information

Notes for journalists: The inquiry is examining the development of immersive technologies such as virtual and augmented reality, and the potential impact these could have in the worlds of sport, entertainment and news. The inquiry is also looking at how the addictive nature of some technologies can affect users' engagement with gaming and social media, particularly among younger people.

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