Dissertations / Theses on the topic 'Grand theft auto (Game)'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 17 dissertations / theses for your research on the topic 'Grand theft auto (Game).'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
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.
Full textMade available in DSpace on 2016-12-14T12:34:17Z (GMT). No. of bitstreams: 1 Vinícius dissertação biblioteca.pdf: 3547787 bytes, checksum: 9dac22034b8705d80dbecf81c82ae05a (MD5) Previous issue date: 2015-12-04
Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq#
#-2555911436985713659#
#600
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.
Full textMade available in DSpace on 2015-03-10T18:18:25Z (GMT). No. of bitstreams: 1 DISSERTAÇÃO Jair Rocha de Oliveira Neto.pdf: 3623832 bytes, checksum: 1690067fcfa97d652ccacce825430ff7 (MD5) Previous issue date: 2014
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 textWarnke, Jeffery H. "(Re)Presentation and (Re)Production of Ideology: The Case of Grand Theft Auto IV, a Framework for the Analysis of Culture and Violence, and the Role of Critical Media Literacy in an Education for Democratic Citizenship." University of Toledo / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1333736556.
Full textGuay, Louis-Martin. "L'impact de l'universalisation dans Grand Theft Auto VICE CITYtm." Thèse, 2008. http://hdl.handle.net/1866/7353.
Full textPour respecter les droits d'auteur, la version électronique de cette thèse ou ce mémoire a été dépouillée, le cas échéant, de ses documents visuels et audio-visuels. La version intégrale de la thèse ou du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
Hsiao, Po-Yeh, and 蕭伯燁. "The Application of Transcreation on Game Localization: A Case Study of Grand Theft Auto V." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/93wk98.
Full text國立彰化師範大學
翻譯研究所
106
Abstract Even though transcreation has been a widely adopted translation strategy in various fields, it is yet to receive equal attention in the academia. Therefore, this thesis utilized Grand Theft Auto V, a world-famous computer game published by Rockstar in the United States, to conduct a case study to investigate the importance of transcreation in game localization. By applying Skopos theory, this study aimed to clarify the purpose of using transcreation as a translation strategy in game localization. After the data were collected and categorized by its purpose, back translation was applied to see what types of transcreation strategies were used to achieve the translation goals. In the case study, a total of 25 raw materials were collected from the game assets of GTA V for further analysis. After the analyzing procedure was done, it was found that there were two major purposes of using transcreation as a game localization tool, which were to enhance gaming experience and to solve translation challenges. Furthermore, four different transcreation strategies were also observed from the case study. Applying Chinese idioms and local buzzwords were two strategies found which could enhance gaming experience; meanwhile, amplification and substitution were another two transcreation strategies which could be utilized to solve translation challenges. From the discussion of the examples, various benefits were observed applying transcreation in game localization. These benefits were minimizing cultural gaps, enhancing cultural identity of the target players, featuring characters’ personality, avoiding confusion caused by colloquial conversation, enhancing comprehension of the story plot, and precisely delivering the original messages to players. The result of the case study could be served as a guideline for game localization workers who are seeking uniqueness or solution of translation difficulties from transcreation. Furthermore, the ultimate goal of the study is to raise the awareness of the importance and significance of transcreation in translation. Keywords: Game Localization, Transcreation
Sung, Yi-Jy, and 宋宜芝. "Cultural Issues in the Chinese Localization of Online Games: Take Grand Theft Auto V for Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/f5ss46.
Full text實踐大學
應用外語學系英語溝通碩士班
105
Grand Theft Auto V (hereinafter referred to as GTA V) has spent US$ 265 million to develop high quality virtual world and the exciting plots of the story. Its multi-languages subtitles attract numerous players (Ake, 2013). Thus it can be seen that the importance of game localization cannot be ignored. Moreover, game developers are invariably considering the game players’ feelings, whether the localized games reach the equivalent effect or not. This thesis will discuss the issues of Chinese localization in GTA V from Taiwanese players’ viewpoint and expectation. Unlike other games, the series of GTA are full of violence, sex and ironic elements of American culture. Therefore, this research will analyze texts with above-mentioned features from GTA V. Furthermore, functional theories and equivalence theory are applied to discuss appropriate and inappropriate translating examples. Cultural issues are included as well. The results of this study show that most of the humorous and ironic texts achieve the dynamic equivalence of Eugene Nida’s equivalence theory. However, since GTA V contains innumerable texts, parts of the texts are still un-localized. In this case, the researcher’s suggestions to the developers are mentioned in conclusion as well.
Mabin, William. "The presence of classical Hollywood narration in video games: a study of Grand Theft Auti IV." Thesis, 2010. http://hdl.handle.net/10539/8314.
Full textSUN, XI-YANG, and 孫希洋. "The Emersion of Videogames: A Ludo-narrative Analysis of Metal Gear Solid V: The Phantom Pain and Grand Theft Auto V." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/223ceh.
Full text世新大學
傳播研究所(含博士學位學程)
107
In contemporary videogame studies, in addition to the traditional “violence” dispute, the confrontation between narratology and the ludology is also unresolved. Inspired by the concept of “ludo-narrative dissonance”, this dissertation believes that the system and narrative of videogames must achieve some logical unity in its expression. Therefore, this article will select two recognized, violent but not, “ludo-narrative dissonance” games: Metal Gear Solid V: Phantom Pain and Grand Theft Auto V, with the help of procedural rhetoric —which suggest that the videogames’ procedure will use narrative as a subset of its game system—to explore (1) the character of violence in the narrative of the game and the narrative it involved in, and (2) How the violent narrative of the game integrated into the game system, and (3) What are the characteristics of the violent narrative as part of the game system, and what effect does it have on the game itself? Through the ludo-narrative analysis, this dissertation finds that, first of all, in narrative, the violent storytelling itself must follow the general social value to avoid the player's excessive reaction in emotional cognition. While from the perspective of ludology, the narrative will also help the game causing a tear in the identity to isolate the player from his avatar, which is using a “emersion” to help achieve the “immersion”.
Aparício, Tiago Alexandre Cordeiro 1990. "A importância das narrativas e da jogabilidade na produção de videojogos." Master's thesis, 2015. http://hdl.handle.net/11067/1475.
Full textExame público realizado em 12 de Março de 2015
Os videojogos são um fenómeno com uma extensão que cruza diversas áreas científicas, entre as quais a da comunicação multimédia e naturalmente a da computação. Para além do sector do entretenimento, os conceitos subjacentes ao desenvolvimento de jogos podem ser encontrados nos mais diversos produtos, fornecendo assim uma vantagem competitiva para esta indústria. Esta investigação centra-se na hierarquização das narrativas e da jogabilidade na produção de videojogos, nomeadamente, através dos seus conceitos, elementos e impactos na sociedade. São ainda analisadas as alterações que os jogos tradicionais sofreram com a sua introdução num novo meio, mas também os diversos géneros de videojogos as suas características e elementos. Procedeu-se ainda à elaboração e aplicação de um questionário de modo a tentar percecionar a hierarquização dos elementos. O papel da comunicação na criação de experiências de jogo mais imersivas e do multimédia, enquanto nova forma de comunicar nos meios digitais, é central na presente investigação.