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

Gravitas
Show More

Related videos

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…
GTFO - Get the F**k Out - Women in Gaming
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…
Mind Games - The Power of Video Gaming
This film incorporates interviews with retro gamers and experts in psychology, linguistics and education, to explore the advantages and disadvantages of video gaming. The result is a surprisingly entertaining, touching and informative look at how gaming has impacted lives and can have a revolutionary, positive impact on education. Two of…
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…
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…
Howard Jacobson with John Walsh
Part of the Series: Writers Talk Series
Topics Discussed in the Interview: FR Leavis and the Great Tradition The campus life novel Themes of jealousy and violence Structuralism and Australia Portrayal of women in fiction The history of the comic novel
What's the Matter with White People - Commonwealth Club: Joan Walsh, Salon
Joan Walsh of Salon.com talks about her newest book, What's the Matter with White People: Why We Long for a Golden Age That Never Was. In What's the Matter with White People? Walsh argues that the biggest divide in America today is based not on party or ideology but on…
Generation M - Misogyny in Media and Culture
For all of the achievements of the women's movement over the past four decades, misogyny remains a persistent force in American culture. In this important new documentary, Thomas Keith, Professor of Philosophy at California State University-Long Beach, looks specifically at misogyny and sexism in mainstream American media, exploring how negative…
CryENGINE 3
This series is produced by the infamous Crytek studios, producer of some of the leading gaming technologies and computer games in the market today. Lead developer, Helder Pinto, walks viewers through many of the common features of CryENGINE 3 SDK game development technology, like Customising the User Interface, Folder Structure,…
The Mathematics of Games and Puzzles: From Cards to Sudoku Series
Whether it's chess, poker, or Sudoku, most games have this in common: Everything you need to win is rooted in mathematics. Now, using nothing more than a simple grasp of math, you can discover optimal ways to win games and solve puzzles with the speed and accuracy of professional players.…
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…