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 remain one of the least scrutinized cultural industries. Game Over is the first educational documentary to address the fastest growing segment of the media through engaging questions of gender, race and violence. Game Over offers a refreshing dialogue about the complex and controversial topic of video game violence, and is designed to encourage high school and college students to think critically about the video games they play. - See more at: http://www.mediaed.org/cgi-bin/commerce.cgi?preadd=action&key=205#sthash.f6Cram5T.dpuf
David Grossman, Nina Huntemann, Michael Morgan, Erica Scharrer, Eugene Provenzo, Andrea Hairston

A four-part video work that moves from digital fragility and commercial ambition to personal reflection and mourning, exploring how virtual worlds end.
2025

American teenagers connect on the early internet to crusade for their favorite videogame of all time, pitting their fan site against a corporate goliath and their own looming adulthoods.
2023

The 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.
2020

A portrait of cosplayer Jessica Nigri, from a magical childhood growing up with quirky parents in New Zealand, to entering middle school in the U.S. where she was mercilessly teased for her "nerdy" interests.
2018

I go to Movieland at least once a week, every week, for the last five years to sink some quarters into the games and the Movieland movie is an accumulation of the friends, lights, textures, and narratives that I have experienced in that time. I love Movieland!
2017

Plato's allegory of the cave is often read as a prefiguration of cinema. Yet this film illustrates how online gaming was born from a network of caves. The reconstruction of one couple's hobby, spending all their time in the world's largest cave system, leads us to the conception of a pioneering video game.
2016

Homer'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.
2015

"It’s the story of the people who escape to the alternative reality of being a football manager, and the effect this has had on their lives. It’s also the story of how a computer game made by football fans has become a part of the world it set out to replicate." - Miles Jacobson
2014

From executive producer Zach Braff and director Jeremy Snead, "Video Games: The Movie" is an epic feature length documentary chronicling the meteoric rise of video games from nerd niche to multi-billion dollar industry. Narrated by Sean Astin and featuring in-depth interviews with the godfathers who started it all, the icons of game design, and the geek gurus who are leading us into the future, "Video Games: The Movie" is a celebration of gaming from Atari to Xbox and an eye-opening look at what lies ahead.
2014

Go behind-the-scenes to explore the themes of love and loss and how The Last of Us: Left Behind single player story chapter was created.
2014
This is a series of special episodes of the Japanese TV show "GameCenter CX" that focuses on Namco (now Bandai Namco Games), the company that created many popular classic games. The episodes are packed with in-depth content, including a re-challenge of "Kai no Bouken" (The Adventure of Kai), a game that the show's host, Shinya Arino, had previously failed to clear.
2011

Pierre Carles questions the privatization of the leading French televisions channel : is it not scandalous that the TFI-Bouygues concession has been automatically renewed since 1987 ? Taking up the anti-television fight he initiated with "Pas vu Pas pris", his first film, he confronts the people responsible for the news who have always avoided tackling this taboo subject. But the investigation does not go as planned : the old dinosaurs and young guardians now how to handle this media critic. To find his "fighting spirit" again, Carles calls to arms his friends and changes methods : Henceforth, no more concessions !
2010

Chronicles the history of the game "Super Columbine Massacre RPG!." The film traces back the 16-bit role-playing game to its inception, through the 2006 shooting at Dawson College in which the game was singled out by the media as a "murder simulator" that "trained" the shooter, and finally the game's removal from the list of finalists at the Slamdance 2007 Guerrilla Gamemaker Competition - prompting half the entries and a sponsor to pull out of the festival in protest. Written by tolka
2008

Exploited, abused and sometimes abandoned most gamers fail to reach the top, but like all sports heroes exist. FRAG is the true story of professional video gaming outlining the evolution of the 1980’s arcade game competitions to the elite tournaments of today for millions of dollars around the globe.
2008

Each 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.
2006

A light-hearted look at the worldwide phenomenon of video games, and how they have revolutionized technology and forever changed popular culture.
2004

This is the story behind the fiendishly addictive game, a tale of high stakes, intimidation and legal feuds set against the backdrop of Cold War tensions between East and West.
2004

This DVD covers all works from the original Street Fighter to Street Fighter III 3rd Strike: Fight for the Future. The contents that explain each work include not only the full recording of the advertisement videos, but also a complete description of the system description and basic techniques of game, the techniques that were popular at the time, and the super fan material related to the series.
2003

Laura, a French programmer, inherits the task of creating a game about the World War II Battle of Okinawa. Her research and interviews with Japanese experts and witnesses prompt her to reflect on life, humanity, and the lasting influence of history and memories.
1997
What do popular television makeover programs like What Not to Wear, The Biggest Loser, Queer Eye for the Straight Guy, and The Swan tell us about how to look and feel? What do they tell us about what a good life looks like in contemporary America? This new film based on Katherine Sender's book The Makeover explores these questions against the backdrop of American ideals of self-invention and upward mobility. Asking what it means to be an authentic self in an increasingly mediated world -- to be both ordinary and special, to be happy with who we are while always wanting something better -- Brand New You shows how the interventions featured in makeover shows, from weight loss to cosmetic surgery, reproduce conventional norms of physical attractiveness and success.