
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 gamers themselves, the film trains its sights on the wildly popular genre of first-person shooter games, exploring how the immersive experience they offer links up with the larger stories we tell ourselves as a culture about violence, militarism, guns, and manhood. Along the way, it examines the game industry's longstanding working relationship with the US military and the American gun industry, and offers a riveting examination of the games themselves -- showing how they work to sanitize, glamorize, and normalize violence while cultivating dangerously regressive attitudes and ideas about masculinity and 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 gamers themselves, the film trains its sights on the wildly popular genre of first-person shooter games, exploring how the immersive experience they offer links up with the larger stories we tell ourselves as a culture about violence, militarism, guns, and manhood. Along the way, it examines the game industry's longstanding working relationship with the US military and the American gun industry, and offers a riveting examination of the games themselves -- showing how they work to sanitize, glamorize, and normalize violence while cultivating dangerously regressive attitudes and ideas about masculinity and militarism.
2013-01-01
0
Video Games, Violence & the Culture of Militarism
6.4The story of the skaters and developers who came together to create one of the best-selling games of all time, changing the skateboarding scene and pop culture forever.
5.9A documentary that brings to light the vision that director George A. Romero had for an adaptation of Resident Evil, using newly filmed interviews with those who were there, and unravels the secrets behind why it was never produced.
0.0First section of a planned 24 hour supercut of video game timepieces. Designed to be played in sync with the actual time. Inspired by Christian Marclay’s The Clock.
7.5Charlie Brooker sets his caustic sights on video games. Expect acerbic comment as he looks at the various genres, how they have changed since their early conception and how the media represents games and gamers. Features interviews with Dara O Briain, sitcom scribe Graham Linehan and Rab and Ryan from Consolevania.
0.0Each year, hundreds of video game companies bring their latest game to E3...the biggest gaming convention in the world. Bethesda Softworks decided to unveil at this event their most ambitious game ever - Oblivion. This is the story behind the game.
8.0Darrell Scott tells stories of his daughter, high school student, Rachel Joy Scott. Also included is footage from her funeral.
7.7The untold story of the personal battles that gave rise to the $100 billion video game industry and a 50-year-long, multi-generation epic featuring corporate coups, industrial espionage, secret burial grounds and the promise of unimaginable riches being just one cartridge away. The only constant through the saga is this: When you think you've won, you're actually at your most vulnerable.
6.8The PlayStation Revolution is an independent documentary feature film that uncovers the incredible story behind the creation of the Sony PlayStation. It is an essential watch for anyone interested in video games and the history of the biggest entertainment industry on earth. The film investigates why Sony decided to enter the video games business, when it was already dominated by both Nintendo and Sega, who not only produced their own hardware but made and published fantastic games. To compete, Sony would not only have to design and build a new piece of hardware, but they would have to find a way to persuade the game development industry to take a chance and develop games for it long before it even came out!
6.7Lara Croft is the fearless pioneer of "girl power." She's the empress of the digital age, and the star of the wildly successful computer game and movie Tomb Raider. Now, for the first time, this fascinating program explores the unique phenomenon of Lara Croft and tells an amazing tale of ingenuity and success. It reveals how Core Design invented Lara Croft and catapulted her into mainstream contemporary culture, making her the most successful cyber character to cross over into global marketing, advertising, and of course, Hollywood. This is the amazing story of cyber tomb raider Lara Croft, and it is a “must see” for all of her fans.
Eric Chahi takes you through the development of the original smash hit Another World and the 15th anniversary re-release.
6.2Beginning with Space Invaders in 1978, arcade games began to appear everywhere. By 1982, there were 13,000 dedicated arcade locations across North America. It was the Golden Age of Arcade Games, generating $3.2 billion dollars in 1983. By 1985, revenue had fallen 97%. Atari declared bankruptcy. Arcades closed. Most of the old games were converted or destroyed. A few were packed into warehouses where they remained, largely forgotten, for at least another decade. This is the story of arcade video games, and the generation who grew up in the arcades attempting to collect and preserve their fondest memories.
7.9How did Nazi Germany, from limited natural resources, mass unemployment, little money and a damaged industry, manage to unfurl the cataclysm of World War Two and come to occupy a large part of the European continent? Based on recent historical works of and interviews with Adam Tooze, Richard Overy, Frank Bajohr and Marie-Bénédicte Vincent, and drawing on rare archival material.
0.0Piel dolor (Skin Pain) explains how power is structurally sustained in violence. Its nature and the relationships it establishes in society are based more on the imposition and use of force than on building consensus, dialogue, and respect for diversity. In that sense, power is a behavior that seeks dominance through force and man as a gender, becomes an instrument of violence that is exercised against the weakest. Extinguishing the socially constructed violence means eliminating the current power and its historical sustenance, questioning the source of origin, religion, ideology, the system and its values. Is that utopia possible?
Travelling the length and breadth of Britain, the film explores the impact of teenage killings on families of different religion, race and class.
6.0Lara Croft Tomb Raider: 10 Years profiles the creators, the games, the live-action models, and the fans who have collectively made Tomb Raider a pop culture phenomenon.
8.0Memoirs of a Spectrum Addict is a full length documentary feature film which takes a detailed look at the ZX Spectrum, its history, developers, games and fans. The film is a unique tribute to the Sinclair ZX Spectrum. Memoirs of a Spectrum Addict has re-enactments, interviews like you’ve never seen before with major Spectrum industry figures, and features real people who grew up influenced by the Sinclair ZX Spectrum!
7.6In an intense action-filled 85 minutes, you will learn to defend yourself against the mounting threat of “knife culture” offenders.
5.8Homer's Odyssey meets King of Kong as two über geeks try to collect all 678 officially licensed Nintendo Entertainment System game cartridges in 30 days, WITHOUT the aid of online purchasing.
5.2This feature length documentary explores the queer side of gaming culture and the game industry's LGBTQ presence. The GaymerX convention that took place in 2013 was a huge step forward for the queer geek community being recognized on a worldwide industry scale. In the same year, more popular mainstream and indie games featured a greater amount of gay and lesbian characters than ever before, helping with visibility and acceptance. The video games universe will only continue to improve and diversify both in its community and industry if we elevate the conversation about inclusion and respecting one another - not in spite of our gay geekiness, but because of it!