Academic literature on the topic 'Grand theft auto (Game)'
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Journal articles on the topic "Grand theft auto (Game)"
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.
Full textSimanjuntak, 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.
Full textBeuthan, 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.
Full textKopaniecki, 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.
Full textAqila, 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.
Full textDe 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.
Full textDelgrange, 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.
Full textMaloney, 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.
Full textWibawanto, 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.
Full textRosenstock, 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.
Full textDissertations / Theses on the topic "Grand theft auto (Game)"
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.
Full textOliveira, 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.
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.
Full textVideo 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.
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.
Full textSpelbranschen 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.
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.
Full textPérez, 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.
Full textSi 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.
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.
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.
Full textKarjalainen, 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.
Full textMurchison-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.
Full textBooks on the topic "Grand theft auto (Game)"
Bogenn, Tim. Grand theft auto: Chinatown wars. Indianapolis, IN: DK/BradyGames, 2009.
Find full textauthor, Barba Rick, and BradyGames (Firm), eds. Grand theft auto V. Indianapolis, IN: Brady GAMES, 2014.
Find full textInc, Pearson Education, ed. Grand theft auto: Official strategy guides. Indianapolis, Ind: BradyGames, 2004.
Find full textBogenn, Tim. Grand theft auto: Vice city : official strategy guide. Indianapolis, Ind: BradyGames, 2002.
Find full textRick, Barba, ed. Grand theft auto: Episodes from Liberty City. 3rd ed. Indianapolis, IN: DK/BradyGAMES, 2009.
Find full textBogenn, Tim. Grand theft auto: Liberty City stories : official strategy guide. Indianapolis, Ind: BradyGames, 2006.
Find full textRick, Barba, ed. Grand Theft Auto San Andreas: Official strategy guide. Indianapolis, Ind: BradyGames, 2005.
Find full textJacked: The outlaw story of Grand theft auto. Hoboken, N.J: John Wiley & Sons, 2012.
Find full textBogenn, Tim. Grand theft auto: Vice city : official strategy guide. Indianapolis, Ind: BradyGames, 2003.
Find full textMatt, 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.
Find full textBook chapters on the topic "Grand theft auto (Game)"
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.
Full textKampmann 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.
Full textMoody, 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.
Full textLoguidice, 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.
Full text"Grand Theft Auto III(2001):TheConsolejackingLife������������." In Vintage Games, 117–34. Routledge, 2012. http://dx.doi.org/10.4324/9780080880136-13.
Full textWaldrich, 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.
Full textWaldrich, 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.
Full textDunlop, 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.
Full textColliver, 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.
Full textPhillips, Amanda. "Of Dickwolves and Killjoys." In Gamer Trouble, 27–65. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479870103.003.0002.
Full textConference papers on the topic "Grand theft auto (Game)"
"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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