A Gamer's Life
The Lives of Professional Video Game Players

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State of Play: The World of South-Korean Professional Video Gamers
"Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays." -- Friedrich Schiller Globally, thousands of teenagers are seriously contemplating a professional career as a gamer. Annually, millions of viewers are attending the leagues or…
Returning Fire - Interventions in Video Game Culture
Interventions in Video Game Culture Video games like Modern Warfare, America's Army, Medal of Honor, and Battlefield are part of an exploding market of war games whose revenues now far outpace even the biggest Hollywood blockbusters. The sophistication of these games is undeniable, offering users a stunningly realistic experience of…
Joystick Warriors - Video Games, Violence & the Culture of Militarism
For 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 provides the clearest account yet of the latest research on this issue. Drawing on the insights of media scholars, military analysts, combat veterans, and…
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Sparked by a public display of sexual harassment in 2012, GTFO pries open the video game world to explore a 20 billion dollar industry that is riddled with discrimination and misogyny. Although half of all gamers are women, females are disproportionately subject to harassment and abuse from other gamers, and…
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Gaming in Color - The Queer Side of Gaming
Almost every gamer will relate to the concept of seeking solace in a video game. Hope for sanctuary guides their escape into a virtual universe where they can be anything they want to be. For many, however, choosing to be true to themselves becomes an open invitation for hatred. This…
Generation M - Misogyny in Media and Culture
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Militainment, Inc. - Militarism and Pop Culture
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Game Over - Gender, Race & Violence in Video Games
Video and computer games represent a $6 billion a year industry. One out of every ten households in American owns a Sony Playstation. Children who own video game equipment play an average of ten hours per week. And yet, despite capturing the attention of millions of children worldwide, video games…
Infinite Reality - With Jeremy Bailenson
Program Highlights
  • Virtual reality is here, it's affordable, and it's changing business practices.
  • Using virtual reality to influence, persuade and teach.
  • How to turn today's video gamers into tomorrow's customers.
Children in the U.S. spend twice as much time playing video games as they do reading. Virtual reality…
Sports Reporting for Television & Radio
Take students into the Broadcast Booth, production Trailer & on the field, for a realistic, close-up look at the work done by reporters, play-by-play announcers, sports anchors & sports broadcast producers. This program is designed for students who want careers in sports announcing, sports journalism or for those who want…