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Gamer is a 2009 American science fiction action film written and directed by Mark Neveldine and Brian Taylor.[3] The film stars Gerard Butler as a participant in an online game in which participants can control human beings as players, and Logan Lerman as the player who controls him. Alongside Butler and Lerman, it also stars Michael C. Hall, Ludacris, Amber Valletta, Terry Crews, Alison Lohman, John Leguizamo, Sam Witwer and Zo Bell.

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In 2034, computer programmer Ken Castle invents self-replicating nanites that replace brain tissue and allow humans to control other humans' actions and see through their eyes. The first application of Castle's "Nanex" technology is a virtual community life simulation game, Society, which allows gamers to manipulate live actors as their avatars. Society becomes a worldwide sensation, making Castle the richest man in the world. He then creates Slayers, a third-person shooter where the "characters" are death-row prisoners using real weapons in specially designated areas. Unlike Society actors, Slayers participants are not paid; instead, they volunteer, and any Slayer who survives 30 matches will earn his freedom. John "Kable" Tillman is everyone's favorite, having survived a record 27 matches, and is controlled by Simon.

An activist organization called the "Humanz" hacks a talk-show interview with Castle and claims that his technology will one day be used to control people against their will. The Humanz also disrupts Society play, but Castle sees both these actions as trivial. However, Castle feels threatened by Kable's winning streak and introduces a new inmate into Slayers, Hackman, specifically to kill Kable. Unknown to anyone else, Hackman will not be controlled by a player, thus not be handicapped by the "ping" that causes a small but dangerous delay between the player's command and the Slayer's action.

Kable/Tillman's estranged wife, Angie, works as a Society character, but in spite of her earnings, she is refused custody of their daughter, Delia, who has been placed with a wealthy foster family.

The Humanz contact Kable and Simon separately and offer to create a mod that will let him escape, but only if Simon relinquishes control during the game. The escape is successful, and news outlets report that Kable has been fragged, which puts Simon in a difficult position: he is labeled a "cheater", locked out of his account, and arrested by the FBI for helping Kable escape.

Kable is brought to the Humanz' hideout; he refuses to help their fight against Castle but learns of Angie's current location in Society. He rescues her, escaping from both Hackman and Castle's security forces. Gina, the talk show host who secretly assists the Humanz, meets them. The Humanz deactivates the nanites in Angie and Kable's brains, and Kable remembers that the original nanites were tested on him while he was still in the military. Under Castle's control, Kable shot and killed his best friend and was imprisoned.

Upon learning that Castle is the wealthy father who adopted Delia, Kable infiltrates his mansion to get her back. He locates Castle, who reveals that his henchmen have already tracked down the Humanz' lair and killed all of them. He also reveals that 98% of his own brain has been replaced with nanites, but this allows him to control others rather than be controlled. He plans to release airborne nanites, which will infect the entire country within six months, giving him ultimate control. Hackman attacks Kable, who easily kills him. Kable then attacks Castle but is frozen in place as Castle explains that his men have reactivated his and Angie's nanites. Unknown to Castle, Gina and Trace escape and patch into the Nanex, exposing the confrontation to the world and exposing Castle's plans worldwide. They also restore Simon's account, allowing him to regain control of Kable.

Castle tries to manipulate Kable into killing his own daughter, but he resists, and then Simon's control allows him to attack Castle. He and Simon wrestle for control over Kable, but Kable tells Castle to imagine his knife stabbing him. Castle unconsciously does so, allowing Kable to kill him and removing his control over everyone. With Castle dead, Kable convinces his technicians to deactivate the Nanex, freeing all the "characters" in Society and Slayers.

In May 2007, Lakeshore Entertainment re-teamed with Mark Neveldine and Brian Taylor, the creators of Crank (2006), to produce a "high-concept futuristic thriller" called Game. Neveldine and Taylor wrote the script for Game and were slated to direct the film, while actor Gerard Butler was cast into the lead role.[4]

Principal photography took place in Albuquerque, New Mexico for a 53-day shoot. Filming was at the Albuquerque Studios and on location around Albuquerque. Multistory sets were built on parking lots in downtown Albuquerque to depict buildings that were blown up in the film, and other sets were built on the back lots near the studios.[5] The crew used special hand-held Red One digital cameras, which allowed the special effects team to begin work, normally done in post-production, after each day's shooting.[6]

Metacritic rated Gamer 27/100 based on 13 reviews, which it terms "generally unfavorable reviews".[12] The film holds a 29% rating from 82 reviews on the review aggregator website Rotten Tomatoes and an average rating of 4.25/10. The site's critical consensus reads, "With all of the hyperkinetic action and none of the flair of Mark Neveldine and Brian Taylor's earlier work, Gamer has little replay value."[13] Audiences surveyed by CinemaScore gave the film a grade "C" on scale of A to F.[14]

Critic Joe Neumaier of The New York Daily News called it a "Xerox of a Xerox" and cited a number of films it supposedly takes elements from, including The Matrix and Rollerball.[15] RVA Magazine wrote that Gamer's plot was overly similar to The Condemned and commented that Gamer "hates its primary audience" and "tries to criticize the commercialization of violence, even though it itself is commercialized violence".[16]

Cultural critic Steven Shaviro authored a 10,000 word defense and analysis of the film that he posted online, and eventually re-worked into the penultimate chapter of his book, Post-Cinematic Affect (Zer0 Books, 2010).[17]

A gamer is a someone who plays interactive games, either video games, tabletop role-playing games, skill-based card games, or any combination thereof, and who plays for usually long periods of time. Originally a hobby, gaming has evolved into a profession for some, with some gamers routinely competing in games for money, prizes, or awards. In some countries, such as the US, UK, and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, such as through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. In 2021, there were an estimated 3.24 billion gamers across the globe.[1][better source needed]

The term gamer originally meant gambler, and has been in use since at least 1422, when the town laws of Walsall, England, referred to "any dice-player, carder, tennis player, or other unlawful gamer". However, this description has not been adopted in the United States, where it became associated with other pastimes. In the US, they made their appearance as wargames. Wargames were originally created as a military and strategy tool. When Dungeons & Dragons was released, it was originally marketed as a wargame, but later was described by its creators as a role-playing game. They too called their players gamers and this is where the word changed definition from someone who gambles to someone who plays board games and/or video games.[2]

A female gamer, or gamer girl or girl gamer, is any female who regularly engages in playing video games. According to a study conducted by the Entertainment Software Association in 2009, 40% of the game playing population is female, and women 18 or older comprise 34% of all gamers. Also, the percentage of women playing online had risen to 43%, up 4% from 2004. The same study shows that 48% of game purchasers are female.[7][4]According to a 2015 Pew survey, 6% of women in the United States identify as gamers, compared to 15% of men, and 48% of women and 50% of men play video games.[8] Usage of the term "girl gamer" is controversial. Some critics have advocated use of the label as a reappropriated term, while others see it as nondescriptive or perpetuating the minority position of female gamers. Some critics of the term believe there is no singular definition of a female gamer and that they are as diverse as any other group. However it is generally understood that the term "girl gamer" implies that it is a girl who plays video games.[9]

Shigeru Miyamoto says that "I think that first a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get that sense of satisfaction of completing something."[10]

Escapism is a major factor in why individuals enjoy gaming. This idea of being in another world while gaming has become very common with gamers, these video games create a new world where these gamers feel they fit in and can control what is going on.[15]

Two highly controversial issues surrounding the gaming world in today's day and age are ideas of gender roles and LGBTQ+ involvement in the gaming industry. It is first important to understand the difference between men and women in the world of gaming. Although roughly the same number of men and women play games, the stereotype of a gamer is one that is predominantly male. A justification sometimes given for this is that while many women occasionally play games, they should not be considered "true" gamers because they tend to play games that are more casual and require fewer skills than men. This stereotype is perpetuated by the fact that at a professional level, most of the teams competing are composed of men, while female gamers of moderate skill are rendered invisible. The average gamer is seen as a male player who is usually Caucasian.[16] A study has shown 48% of game purchases are from female consumers, but in 2015 only 6% of women that are in the U.S. identify as a gamer.[citation needed] Ideas behind the word "girl gamer" tend to spark a contentious reaction, and the use of this name has been supported as a title that is seen as a reappropriated term.

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