Academic literature on the topic 'Grand theft auto (Game)'

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Journal articles on the topic "Grand theft auto (Game)"

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Lange, Ryan, Nicholas David Bowman, Jaime Banks, and Amanda Lange. "Grand Theft Auto(mation)." International Journal of Technology and Human Interaction 11, no. 3 (July 2015): 35–50. http://dx.doi.org/10.4018/ijthi.2015070103.

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A growing area of video game research considers factors external to games that might predict both observed in-game and physical world decisions. One factor may be an individual's habitual behaviors, such as their physical activity routines. Because the authors tend to automate behaviors that they repeat in stable circumstances or contexts, virtual re-creations of those stimuli should prompt the same behavior in the game environment. Moreover, as virtual worlds become more similar to the physical world, behaviors the authors learn in physical reality might influence virtual behaviors. The authors ask two research questions: (RQ1) Is there an association between real-world habits and in-game decisions? (RQ2) Does the nature of the in-game task influence any relationship between real-world habits and in-game decisions? A quasi-experiment of 110 students at a large, mid-Atlantic university demonstrated that physical activity routines bias in-game transportation decisions, particularly when prompted to pursue a specific goal over a free exploration task.
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Simanjuntak, Aurora, Ramaswati Purnawan, and Ade Devia Pradipta. "The Effect of Online Game Violence Exposure on Teenagers’ Aggressive Behaviour." SOSHUM : Jurnal Sosial dan Humaniora 11, no. 1 (March 31, 2021): 69–78. http://dx.doi.org/10.31940/soshum.v11i1.2265.

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This reseacrh aims to analyze the correlation between the exposures of violent scenes in Grand Theft Auto V towards aggressive behavior in teenagers, by posing a central question: how does violence scenes in this game relate to aggressive behavior in teenagers? By using associative quantitative research methods, this research is done through literature study and collecting data in the form of questionnaires. A total of 150 participants who aged 17 to 19 years old and have played Grand Theft Auto V agreed to participate as a respondent. Based on the research, the media exposure dimensions that have been formulated are Frequency, Duration, and Intensity. Aggressive behavior as a form of a teenager’s response to violent scenes has four dimensions: physical aggression, verbal aggression, anger, and hostility. The results of this research indicate that there is a correlation between the exposure Grand Theft Auto V violent scenes towards aggresive behavior in teenagers, with a correlation value of 0.386 which is classified as low. Through this, it can be interpreted that exposure towards Grand Theft Auto V violent scenes contributed 38.6% to aggressive behavior in teenagers.
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Beuthan, Ralf. "Schiller meets “Grand Theft Auto”: Perspectives of Video Game Ethics." Korean Journal of Philosophy 148 (August 31, 2021): 113–38. http://dx.doi.org/10.18694/kjp.2021.8.148.113.

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Kopaniecki, Jakub. "Walking the streets of a virtual metropolis. The audiosphere of the game Grand Theft Auto IV." Interdisciplinary Studies in Musicology, no. 19 (December 31, 2019): 173–84. http://dx.doi.org/10.14746/ism.2019.19.12.

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On the basis of works devoted to the topic of sound studies and video games, the author presents ways of processing and using sounds in order to create virtual phonic spaces. He examines the means by which contemporary game developers influence immersivity, i.e., the process of immersing the gamer in virtual environments, as well as indicating the mutual influences of audial and visual spheres. Analysig the video game Grand Theft Auto IV from the perspective of the sound which accompanies the action, he compares in this respect three areas of the game’s Liberty City with their equivalents in New York on which the virtual city is modelled. The similarities and differences between the digital and virtual spaces are identified, and the reasons for them explained. This makes it possible to show how the use of the tools (explained earlier) employed by the developers of the game enable them to create a credible sounding virtual metropolis.
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Aqila, Fikri Yumna, Oktavia Gesti Riyandanie, Reissa Nur Fauziah, and Ro'iz Santria Giri. "PENGALAMAN REMAJA BERUSIA DI BAWAH 18 TAHUN DALAM BERMAIN GRAND THEFT AUTO GAME." Jurnal Psikologi Undip 16, no. 1 (June 21, 2017): 54. http://dx.doi.org/10.14710/jpu.16.1.54-63.

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GTA (Grand Theft Auto) is a video game containing sexual and violent content classified as a mature category (18+). However in Indonesia, this video game is often played by teenegers under 18 years old. This research purposes to describe teeneger’s experience on playing GTA game and the factors influencing them to play the game. The informants of this research are 6 teenegers who have been playing this game with under 18 years old obtained by using snowball sample technique. The method used in this research is qualitative with phenomenological approach. The data were collected through semi-structured interview. The result of this research shows that teenegers who play this game said that they could gain new experiences like being outside of country situation. For teenegers it was exciting because they could perform things that they could not do in the real life like kill, rob, and fight beetwen gang. The factors influencing them to play GTA game come from their playmates, parent’s supervision, and also education level. Playmates are the main cause for teenegers to play GTA game. Teenagers playing GTA game without parent's supervision will tend to get negative impact. While higher level of teeneger education decreases the intensity of playing GTA game. Therefore, in order to minimize negative impact obtained by teenegers in playing GTA game, it requires the parent supervision so that the teenegers know time limit to play and the certain behavior in the game that may or may not be imitated in the real life.
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De Oliveira, Vinícius Oliveira, and Fernanda Taís Brignol Guimarães. "Os letramentos enquanto transformadores do ciberespaço em ciberlugar: uma análise dos grupos do Facebook sobre o game The Grand Theft Auto V." Revista EDaPECI 16, no. 3 (December 31, 2016): 530–43. http://dx.doi.org/10.29276/redapeci.2016.16.33514.530-543.

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Resumo: O presente artigo classifica-se como um estudo de cunho etnográfico virtual, cujo objetivo principal é analisar os letramentos exercidos no game comercial "The Grand Theft Auto IV". Essa proposta está situada a partir do entendimento que, atualmente, a escola tradicional enfrenta crise nas práticas letradas que é caracterizada pela exigência de certos letramentos que não são condizentes com o perfil dos alunos. Como resultado desse estudo inicial, pode-se concluir que o referido game que, há muito tempo vem sido visto como algo inadequado pela sociedade, devido às cenas violentas e adultas, oferece a oportunidade de desenvolver uma série de letramentos valorosos à educação linguística que não são desenvolvidos no contexto formal de ensino.Palavras-chave: Literacies. Ciberspace. Ciberplace. The Grand Theft Auto V.
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Delgrange, Romain, Jean-Marie Burkhardt, and Valérie Gyselinck. "Exploring human behavior with Grand Theft Auto V: A study of assisted cognition in wayfinding." International Journal of Virtual Reality 20, no. 1 (April 6, 2020): 33–47. http://dx.doi.org/10.20870/ijvr.2020.20.1.3249.

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The rise of virtual reality has overcome many of the methodological challenges faced by researchers studying spatial navigation. Yet, the difficulty in developing life-like virtual settings still remains a substantial barrier to most studies when fidelity to the real world has to be achieved in order to ensure some psychological validity of the results. Moreover, the variety of the settings results in standardization issues across studies. Our argument is that widely available video games could represent a worthwhile alternative to laboratory-made virtual environments, while providing a satisfactory methodological quality. This study assessed a prototype of landmark-based navigational aid by administering wayfinding tasks in the video game Grand Theft Auto V. Our results provide evidence that this video game offers a transparent and adaptable way to investigate cognitive processes with high experimental control and psychological validity. Recommendations towards the use of video game-based methodologies for future research are discussed.
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Maloney, Marcus. "Ambivalent Violence in Contemporary Game Design." Games and Culture 14, no. 1 (May 17, 2016): 26–45. http://dx.doi.org/10.1177/1555412016647848.

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Through a textual analysis of three noted examples— Bioshock, Spec Ops: The Line, and Grand Theft Auto V—This article explores the capacity for ambivalence in violent video games. The analyses bring into dialogue film scholarship which has sought to understand a comparable trend in cinema with games scholarship, most notably Darley’s discussion of narrative “decentering” and Bogost’s notion of “procedural rhetoric.” In all three games, the core gameplay in which players are rewarded for repetition of violent behaviors is juxtaposed with ambivalent narrative-contextual aspects. However, in the more overtly “multidimensional” video games medium, this juxtaposition plays out in a more fractured manner than in the flatter visual space of cinema.
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Wibawanto, Wandah. "Metode Trigger Detection untuk Gerakan Kendaraan NPC dalam Game." Journal of Animation & Games Studies 3, no. 1 (June 2, 2017): 15. http://dx.doi.org/10.24821/jags.v3i1.1664.

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Artikel ini membahas tentang penggunaan metode trigger detection untuk membuat simulasi lalulintas yang melibatkan kendaraan NPC (Non Playable Character) untuk keperluan game. Dalam sebuah game bertipe racing atau open world seperti Need For Speed, Grand Theft Auto, Watch Dog dan sejenisnya, simulasi kendaraan NPC diperlukan untuk menghasilkan kesan realistis. Dalam membuat alogaritma gerakan kendaraan NPC pada umumnya digunakan metode pathfinding dan metode waypoint. Alternatif yang dapat digunakan adalah metode trigger detection, yaitu dengan menempatkan sejumlah sensor di sekeliling kendaraan. Selanjutnya sensor akan mendeteksi tumbukan antara sensor dengan objek yang berada di lingkungan virtual dalam game. Hasil dari tumbukan tersebut diolah lebih lanjut melalui proses posisi, deteksi, reaksi dan negosiasi agar menghasilkan gerakan yang dinamis. Metode ini selanjutnya diujicoba untuk mengetahui keefektifannya.
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Rosenstock, Roland. "Computerspiele und Soziale Netzwerke." Zeitschrift für Evangelische Ethik 58, no. 4 (October 1, 2014): 273–85. http://dx.doi.org/10.14315/zee-2014-0406.

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AbstractEthics regarding media use can be pointed out in several situations in which media are used. The article takes Grand Theft Auto V, published by Rockstar Games, as an example to show opportunities and limits of the »acting subject« - the gamer - in computer and online games. Human dignity is debated by reference to socio-critical aspects which are confronted with the violation of moral limits. Finally, computer games are highlighted as a convenient medium for the process of ethical learning.
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Dissertations / Theses on the topic "Grand theft auto (Game)"

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Bång, Öberg Fredrik, and Jonas Johansson. "Kvinnotyperna i Grand Theft Auto V : En narrativ analys av kvinnliga karaktärer i tv-spelet Grand Theft Auto V." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68419.

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In the thesis, the authors investigate how the women in the videogame Grand Theft Auto V are being portrayed in three different walkthrough videos on YouTube. With the aid of theorist Mieke Bal and her narratology terms, the authors of the thesis can examine the characters. The academic theories used for the thesis are gender, representation, videogame and the male gaze, as well as narratology. The issues being handled in this study are meant to answer how the portrayal of women characters are, and how the different portrayals differ from the represented characters. The third issue describes how women are being treated by the protagonists in the videogame. Over the course of the study, the authors found that the majority of the characters are described as flat in the videogame, and maintains a stereotypical image. This stereotypical portrayal commence from sexual references and treatment from the protagonists. However, a few characters can be described as round. These characters develops with time. There are also examples from the study that shows that there are characters who portray a dominant personality, therefore breaking the common pattern.
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Oliveira, Vinícius Oliveira de. "O game The Grand Theft Auto V como rede de letramentos: um estudo de caso." Universidade Catolica de Pelotas, 2015. http://tede.ucpel.edu.br:8080/jspui/handle/tede/555.

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Being grounded in the consideration that games are texts (MAGNANI, 2008), Network Literacy (BUZATO, 2009, 2012a, 2012b, 2014) and sites of engagement (SCOLLON, 2001, NORRIS, 2004) my aim, in this dissertation, is analyzing the semiotic and discursive course of a subject that plays the game The Grand Theft Auto V. The reason for choosing is justified by two aspects: 1) It is an adult game that, in other words, needs many hours to be played, according to what Gee (2007) points out. 2) It deeply characterizes the cultural universe of the students, because this game has sold, according to the newzoo site, thirty four million copies in thirteen months since its release. This purpose is justified by the fact that, if we want to idealize proper schools and/or pedagogies for games, in the educational sphere, we have to, at first, analyze the complex discursive and semiotic process that characterize their playing. The theoretical background of this dissertation is divided into four chapters: 1) The state of art videogame studies. 2) Literacy: One theme and three turns. 3) Games and the produce of meaning. 4) Mediated Discourse Analysis. Methodologically, I use an online monitoring software called Open Broadcaster Software (OBS) in order to analyze all spaces that the subject goes while he is playing this game. This way to do ethnography is called Connective Ethnography (LEANDER e MCKIM, 2003; LEANDER E LOVORN, 2006), because it traces the person’s activity as online, as offline. Besides it, the questionnaire that was previously applied in order to analyze the subject’s profile. The results of this study showed that the analyzed subject had mobilized two different kinds of literacies: 1) Literacy in the web pages. 2) Literacies in the virtual world of the game. In these second kind of literacies, the analyzed subject used to assimilate the Discourses of the game that made the avatar become a killer, or a robber, for example.
Estando ancorado na consideração de que os games são ora textos (MAGNANI, 2008), ora Letramentos em Rede (BUZATO, 2009, 2012a,2012b, 2014), ora sítios de engajamento (SCOLLON, 2001, NORRIS, 2004), busco, nesta dissertação, analisar o percurso semiótico e discursivo de um sujeito que joga o game The Grand Theft Auto V. O motivo para escolher este jogo está justificado em dois aspectos principais: 1) Trata-se de um jogo adulto, ou seja, exige várias horas para ser praticado, conforme Gee (2007) aponta. 2) Caracteriza sobremaneira o universo cultural dos sujeitos que estão na escola, fato notado pelo marcante volume de vendas destacado pelo site newzoo – trinta e quatro milhões de cópias em treze meses desde seu lançamento. Essa proposta se justifica pelo fato de que, para pensarmos em escolas e/ou pedagogias, que sejam responsivas aos games, na esfera educacional, devemos, primeiramente, analisar os processos complexos, semióticos e discursivos que caracteriza seu jogar. O referencial teórico deste trabalho é dividido em quatro capítulos: 1) O estado da arte nos estudos de videogame. 2) Letramento: Um tema e três Viradas. 3) Games e produção de sentido. 4) Análise do Discurso Mediado. Metodologicamente, uso o software de monitoramento online Open Broadcaster Software (OBS) para analisar todos os espaços que o sujeito percorre enquanto joga o game. Essa forma de etnografia empregada é chamada de etnografia conectiva (LEANDER e MCKIM, 2003; LEANDER E LOVORN, 2006), pois rastreia a atividade do sujeito, tanto online, quanto off-line. Soma-se a isso o questionário previamente aplicado, cujo objetivo era analisar o perfil do sujeito. Os resultados desse percurso revelaram que o sujeito analisado mobilizou dois tipos diferentes de letramentos: 1) Letramentos em páginas da web. 2) Letramentos no mundo virtual do game. Nesses últimos letramentos, o analisado acabava assimilando os Discursos do game que, ora revelavam o avatar do jogador como um matador, ora o revelavam como um ladrão, por exemplo.
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Wachovsky, Gerald A. "Emotion, hegemony, and "real-life" in video game worlds| An analysis of Grand Theft Auto IV." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1603344.

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Video games represent more than just a simple pastime for young people. With advances in technology, developers have been able to effectively mimic the human experience presenting realistic three-dimensional spaces filled with even the minutest details of everyday life, and this offers a legitimate space for scholarly analysis. Open-world games, which allow for unparalleled exploration of virtual worlds, offer gamers a look at society and culture through various lenses, offering social commentary on issues like racism, class struggle, and conspicuous consumption. "Grand Theft Auto IV" is one of the most popular games of all time, and a deeper look at the narratives within the game world of Liberty City proves that video games offer gamers more than just a mindless pastime.

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Engskär, Camilla, and Marina Vacari. ""Jag kände igen mig på platser och det gav mig en starkare upplevelse" : En studie om verklighetsbaserade spels påverkan på turism." Thesis, Södertörns högskola, Medieteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32098.

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Game industry is increasing and developing its possibilities by creating new trends, making it more attractive for users and offering way more than just a spending-time activity.  This bachelor thesis presents a brief study about games which are designed and based on real geographical places. This study argues the question about playing games created after real cities and if this can attract gamers to the real destination which a particular game is based on. The aim of this paper is to see if there is a link between tourism and game industry. The methods used for this study are qualitative, in form of interviews, as well as quantitative. The quantitative study is performed with a survey answered by players, and what effect that has on the user experience, both in the game, but also in visiting real destinations. To find out this particular issue, questions about user experience were asked in aim to find out what provokes the desire to visit the physical location. By analyzing collected data, it has come to a conclusion that players are positively affected by the fact that the game they are playing is based on real geographical places.  This conclusion is based on players answers which are reflected by the fact that game felt more real, but also that players took different decision for visiting places during their stay at the destination, which they probably would not do if they did not play those particular games.
Spelbranschen expanderar allt mer från år till år och skapar nya trender. Speciellt nu när spel erbjuder så mycket mer än bara tidsfördriv blir spelandet allt mer attraktivt.  Denna kandidatuppsats presenterar en undersökning av spel som är utformade efter en verklig plats, och om de på så sätt lockar spelaren att besöka den riktiga platsen. Syftet är att se om det finns en koppling mellan turismnäringen och spelbranschen. De metoder som används är både kvalitativa, i form av intervjuer, samt kvantitativa. Den kvantitativa studien genomförs med en enkätundersökning riktad till spelare, och vilka effekter det får på användarens upple-velse, både i spelet men även vid ett eventuellt besök på den verkliga platsen. För att ta reda på detta ställs frågor som rör användarens upplevelse av platsen som spelet är utformat i, och i vilken mån det framkallar en vilja att besöka den fysiska platsen.  Genom analys av den insamlade datan har man kommit till en slutsats som visar att spelaren påverkas i positiv mening av att spelvärlden existerar i verkligheten. Detta visar sig både ge-nom att spelet upplevs mer verkligt, men också att spelaren tar andra beslut på destinationen, än den hade gjort om hen inte spelat.
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Green, Joshua Lumpkin. "Digital Blackface: The Repackaging of the Black Masculine Image." Oxford, Ohio : Miami University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1154371043.

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Pérez, Latorre Óliver. "Análisis de la significación del videojuego. Fundamentos teóricos del juego, el mundo narrativo y la enunciación interactiva como perspectivas de estudio del discurso." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7273.

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Esta Tesis Doctoral tiene como objeto de estudio la significación de los videojuegos.
Si la forma en la que, desde niños, construimos universos de valores y damos sentido a nuestras vidas está indisolublemente unida a los medios y las obras de la cultura de masas, el estudio de los modos de significación del videojuego requiere, hoy en día, un desarrollo en profundidad.
En relación con ello, el principal resultado de esta investigación consiste en la fundamentación teórica y metodológica de tres modelos de análisis del videojuego como discurso: un modelo de estructuras lúdicas, un modelo del discurso como universo narrativo y un modelo de enunciación interactiva. Asimismo, se ofrece una sistematización de los códigos de significación que conforman el lenguaje del diseño de videojuegos. Estos modelos constituyen una aportación metodológica innovadora a la Teoría del Videojuego y al Análisis del Discurso.
Las fuentes teóricas y metodológicas fundamentales del trabajo son la Semiótica, la Ludología y la Narratología.
La aplicación empírica de los modelos de análisis propuestos se centra en ejemplos y estudios de caso de videojuegos figurativos/narrativos, pero los modelos han sido construidos pensando en su posible utilidad para el análisis de un amplio espectro de videojuegos y otro tipo de textualidades colindantes, como los mundos narrativos de la literatura y las series televisivas.
Finalmente, se cierra la investigación con dos estudios de caso donde se prueba el sistema teórico en su conjunto, sobre los videojuegos Ico (2001) y Shadow of the Colossus (2005), ambos del diseñador Fumito Ueda.
The object of study in this Doctoral Dissertation is the signification of videogames.
Since early childhood, the way we construct universes of values and make sense of our lifes is closely related to the media and works of mass culture. Therefore, the study of the modes of signification of videogames requires to be fully developed.
According to that, this research provides the theoretical and methodological fundamentals of three models of analysis of videogame as discourse: a model of ludic structures, a model of discourse as narrative universe and a model of interactive "énonciation". Besides that, a systematization of the main signification codes which compose the language of videogame design is carried out. These models constitute an innovative methodological contribution to Videogame Theory and Discourse Analysis.
The theoretical and methodological framework of the research is built upon Semiotics, Ludology and Narratology.
The empirical application of the proposed analytical models is focused on examples and case studies of figurative/narrative videogames. Nevertheless, the models have been constructed bearing in mind their possible utility for the analysis of a broad spectrum of videogames and other kinds of close textualities, like the narrative worlds from literature or television series.
At the end of the research, the theoretical system is tested as a whole in two case studies: Ico (2001) and Shadow of the Colossus (2005). Both videogames have been designed by Fumito Ueda.
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Oliveira, Neto Jair Rocha de. "Fúria assassina e carnificina : a experiência lúdica da violência no grand theft auto." Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/11739.

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A partir das questões que envolvem relações de causa e efeito muitos trabalhos vêm sendo desenvolvidos com o intuito de descobrir se a violência dos jogos leva a comportamentos violentos. No entanto, outras questões que antecedem esta não vêm recebendo a devida atenção, tanto pelo senso comum, como pela academia. Por que realizar violência nos videogames? Esta dissertação teve por objetivo investigar a experiência da violência dos jogos eletrônicos, a partir dos significados atribuídos pelos seus próprios agentes. Através dos jogadores da franquia GTA (Grand Theft Auto), buscamos compreender o porquê de agredir, atropelar, matar, furtar e roubar. Qual o prazer em assumir o personagem do bandido e cometer estes crimes? A partir de uma análise microssociológica do jogar, que envolveu entrevistas, registro de imagens, observação e participação nas sessões de jogos, identificamos que os prazeres da violência virtual não se fundamentam em seus efeitos destrutivos, no sentido de que os jogadores não cometem os atos de violência guiados pelo prazer em destruir e causar sofrimento ao outro. Antes, os gamers buscam uma experiência extraordinária de poder. Neste sentido, a violência praticada apenas faz sentido a eles na medida em que seus atos representam uma experiência de empoderamento e liberdade. Através da competição, da incorporação do papel do bandido, da criação de narrativas, da superação de situações de fragilidade em um mundo extraordinário, os jogadores ressignificam o sentido imoral e assustador de seus atos de violência para sentidos prazerosos, lúdicos e cômicos.
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Anders, Norén. ""Ya know, I don't mind being labeled a crackhead." : En semiotisk analys av hur tv-spelet Grand Theft Auto V skildrar hudfärg, klass och kön." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-101728.

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The purpose of this thesis is to examine the representation of race, social class and gender in the 2013 video game Grand Theft Auto V. Postcolonial theory, including terms such as cultural hegemony, whiteness and Michel Foucaults definition of power, has served as the basis for the analysis. The postcolonial theory has been combined with class theory and gender theory for an intersectional analysis. Semiotic analysis has been used as the method in the thesis, and a total of nine story missions – three for each protagonist in the game – have constituted the material. The analysis has shown that Grand Theft Auto V contains stereotypical depictions of non-hegemonic groups in society, and that these depictions serve to perpetuate negative myths about members of ethnic minorities and the working class.
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Karjalainen, J. (Jesper). "”Sex is a natural part of the character’s life”:the Witcher 3: Wild Hunt, Mass Effect 3 ja Grand Theft Auto V pelaajakokemuksissa vuonna 2016." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201612063207.

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Murchison-Morand, Ian. "Grand Theft Auto IV : l'ultime destin-jeu de Justin et Martin : recherche-création autour de la problématique de l'écriture dramatique en lien avec le langage vidéoludique." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/27157/27157.pdf.

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Books on the topic "Grand theft auto (Game)"

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Bogenn, Tim. Grand theft auto: Chinatown wars. Indianapolis, IN: DK/BradyGames, 2009.

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author, Barba Rick, and BradyGames (Firm), eds. Grand theft auto V. Indianapolis, IN: Brady GAMES, 2014.

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Inc, Pearson Education, ed. Grand theft auto: Official strategy guides. Indianapolis, Ind: BradyGames, 2004.

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Bogenn, Tim. Grand theft auto: Vice city : official strategy guide. Indianapolis, Ind: BradyGames, 2002.

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Rick, Barba, ed. Grand theft auto: Episodes from Liberty City. 3rd ed. Indianapolis, IN: DK/BradyGAMES, 2009.

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Bogenn, Tim. Grand theft auto: Liberty City stories : official strategy guide. Indianapolis, Ind: BradyGames, 2006.

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Rick, Barba, ed. Grand Theft Auto San Andreas: Official strategy guide. Indianapolis, Ind: BradyGames, 2005.

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Jacked: The outlaw story of Grand theft auto. Hoboken, N.J: John Wiley & Sons, 2012.

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Bogenn, Tim. Grand theft auto: Vice city : official strategy guide. Indianapolis, Ind: BradyGames, 2003.

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Matt, Barton, ed. Vintage games: An insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Boston: Focal Press/Elsevier, 2009.

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Book chapters on the topic "Grand theft auto (Game)"

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Barton, Matt. "Grand Theft Auto III: The Industry’s Bad Boy." In Vintage Games 2.0, 303–8. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-48.

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Kampmann Walther, Bo. "Using Ludo-Narrative Dissonance in Grand Theft Auto IV as Pedagogical Tool for Ethical Analysis." In Lecture Notes in Computer Science, 3–12. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34350-7_1.

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Moody, Kyle. "The End of the Dream: How Grand Theft Auto V Simulates and Subverts Its Male Player-Character Dynamics." In Masculinities in Play, 55–69. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90581-5_4.

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Loguidice, Bill, and Matt Barton. "Grand Theft Auto III (2001)." In Vintage Games, 105–21. Elsevier, 2009. http://dx.doi.org/10.1016/b978-0-240-81146-8.00019-1.

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"Grand Theft Auto III(2001):TheConsolejackingLife������������." In Vintage Games, 117–34. Routledge, 2012. http://dx.doi.org/10.4324/9780080880136-13.

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Waldrich, Harald. "The Socio-Technical Arrangement of Gaming." In Advances in Human and Social Aspects of Technology, 52–86. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7027-1.ch003.

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This chapter focuses on the home console dispositive of the Sony Playstation in relation to digital games. The concept of the “dispositive” functions as a basis for the conceptualization of video games as an actor-network or a socio-technical arrangement, respectively. This allows for an analysis and a description of various actors and their reciprocal relationships as well as the mutual process of fabrication of these actors in such video game networks. The historical development of the Sony Playstation system will serve as the primary example for these heterogeneous ensembles, whereby the main focus will be placed on one single-player game series, Grand Theft Auto, and one multiplayer game series, the soccer simulations of the FIFA series.
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Waldrich, Harald. "The Home Console Dispositive." In Advances in Media, Entertainment, and the Arts, 174–96. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0616-4.ch011.

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This chapter focuses on the home console dispositive of the SONY Playstation in relation to digital games. The concept of the “dispositive” functions as a basis for the conceptualization of video games as an actor-network or a socio-technical arrangement respectively. This allows for an analysis and a description of various actors and their reciprocal relationships as well as the mutual process of fabrication of these actors in such video game networks. The historical development of the SONY Playstation system will serve as the primary example for these heterogenuous ensembles, whereby the main focus will be placed on one single-player game series, Grand Theft Auto, and one multiplayer game series, the soccer simulations of the FIFA series.
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Dunlop, Janet C. "The U.S. Video Game Industry." In Selected Readings on the Human Side of Information Technology, 499–514. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-088-2.ch028.

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Today’s media are vast in both form and influence; however, few cultural studies scholars address the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.
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Colliver, Ben. "Representation of LGBTQ Communities in the Grand Theft Auto Series." In Video Games Crime and Next-Gen Deviance, 131–49. Emerald Publishing Limited, 2020. http://dx.doi.org/10.1108/978-1-83867-447-220201008.

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Phillips, Amanda. "Of Dickwolves and Killjoys." In Gamer Trouble, 27–65. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479870103.003.0002.

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This chapter argues that gamers, including academic gamers, use the angry feminist as an abject figure to reinforce gamer identity and impose politically-motivated limitations on what constitutes an “expert” of video games. It historicizes the conversation about harassment in video game culture most recently initiated by the #GamerGate campaign of 2014 by analysing the earlier Fat Princess (2008) and Dickwolves (2010) incidents to show that these encounters rely on hypocritical standards of affective performance and an emphasis on the “right” kinds of knowledge about video games. It then goes on to demonstrate that the conflicts accompanying the formation of game studies as a discipline shares structural similarities with these fan fights. The chapter ends with an analysis of early work on the Grand Theft Auto video games to show that the exclusion of feminist and critical race perspectives in game studies resulted in racist and sexist scholarship. The similarities in fan and academic conflicts about video games demonstrate that feminist epistemology continues to exist at the fringes of acceptable discourse – no more poignantly demonstrated than when #GamerGate discovered the Digital Games Research Association and separated its members into “academic” (legitimate) and “feminist” (illegitimate) experts on video games.
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Conference papers on the topic "Grand theft auto (Game)"

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"Playing Against the Plot: Meta-Ethical Gameplay Disruption and Joyful Learning in Grand Theft Auto IV." In 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.024.

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