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.
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 textRuiz-Estramil, Ivana Belén. "Identidad Gamer. Videojuegos y construcción de sentido en la sociedad contemporánea. D. Muriel. Barcelona: Anaitgames, 2018." Revista Española de Sociología 28, no. 3 (September 1, 2019): 577–79. http://dx.doi.org/10.22325/fes/res.2019.23.
Full textJones, Steve. "Book Review: Dirty Business: Who’s Profiting from Pornography?, It’s Just a Game: Playing Grand Theft Auto III, Virtual Worlds: Inside Online Games." New Media & Society 7, no. 1 (February 2005): 135–39. http://dx.doi.org/10.1177/1461444805049150.
Full textWalter, Nathan, and Yariv Tsfati. "Interactive Experience and Identification as Predictors of Attributing Responsibility in Video Games." Journal of Media Psychology 30, no. 1 (January 2018): 3–15. http://dx.doi.org/10.1027/1864-1105/a000168.
Full textPearson, Luke. "Architectures of deviation: exploring the spatial protocols of contemporary videogames." Architectural Research Quarterly 19, no. 3 (September 2015): 269–82. http://dx.doi.org/10.1017/s1359135515000512.
Full textTeng, Scott Kie Zin, Gabriel Yew Mun Chong, Amy Sok Cheng Siew, and Marko M. Skoric. "Grand Theft Auto IV Comes to Singapore: Effects of Repeated Exposure to Violent Video Games on Aggression." Cyberpsychology, Behavior, and Social Networking 14, no. 10 (October 2011): 597–602. http://dx.doi.org/10.1089/cyber.2010.0115.
Full textGabbiadini, Alessandro, Brad J. Bushman, Paolo Riva, Luca Andrighetto, and Chiara Volpato. "Grand Theft Auto is a “Sandbox” Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017)." Journal of Youth and Adolescence 46, no. 12 (August 23, 2017): 2460–66. http://dx.doi.org/10.1007/s10964-017-0731-3.
Full textZou, Zhengxia, Tianyang Shi, Wenyuan Li, Zhou Zhang, and Zhenwei Shi. "Do Game Data Generalize Well for Remote Sensing Image Segmentation?" Remote Sensing 12, no. 2 (January 14, 2020): 275. http://dx.doi.org/10.3390/rs12020275.
Full textMauri, Antoine, Redouane Khemmar, Benoit Decoux, Madjid Haddad, and Rémi Boutteau. "Real-Time 3D Multi-Object Detection and Localization Based on Deep Learning for Road and Railway Smart Mobility." Journal of Imaging 7, no. 8 (August 12, 2021): 145. http://dx.doi.org/10.3390/jimaging7080145.
Full textCiampi, Luca, Nicola Messina, Fabrizio Falchi, Claudio Gennaro, and Giuseppe Amato. "Virtual to Real Adaptation of Pedestrian Detectors." Sensors 20, no. 18 (September 14, 2020): 5250. http://dx.doi.org/10.3390/s20185250.
Full textYun, Heuijee, and Daejin Park. "Virtualization of Self-Driving Algorithms by Interoperating Embedded Controllers on a Game Engine for a Digital Twining Autonomous Vehicle." Electronics 10, no. 17 (August 30, 2021): 2102. http://dx.doi.org/10.3390/electronics10172102.
Full textRuch, Adam W. "Grand Theft Auto IV." Games and Culture 7, no. 5 (September 2012): 331–48. http://dx.doi.org/10.1177/1555412012454221.
Full textAldouby, Hava. "An Outsider in Grand Theft Auto: Phil Solomon." Art Journal 79, no. 2 (April 2, 2020): 76–79. http://dx.doi.org/10.1080/00043249.2020.1765558.
Full textMiller, Kiri. "Grove Street Grimm: "Grand Theft Auto" and Digital Folklore." Journal of American Folklore 121, no. 481 (July 1, 2008): 255. http://dx.doi.org/10.2307/20487609.
Full textPolasek, Patrick M. "A Critical Race Review of Grand Theft Auto V." Humanity & Society 38, no. 2 (May 2014): 216–18. http://dx.doi.org/10.1177/0160597614532192.
Full textDeVane, Ben, and Kurt D. Squire. "The Meaning of Race and Violence in Grand Theft Auto." Games and Culture 3, no. 3-4 (July 2008): 264–85. http://dx.doi.org/10.1177/1555412008317308.
Full textRahmi, Zelika. "Translating Missions in James Worral’s game “Grand Theft Auto’s Missions”." Advances in Language and Literary Studies 9, no. 1 (February 1, 2018): 44. http://dx.doi.org/10.7575/aiac.alls.v.9n.1p.44.
Full textKiri Miller. "Grove Street Grimm: Grand Theft Auto and Digital Folklore." Journal of American Folklore 121, no. 481 (2008): 255–85. http://dx.doi.org/10.1353/jaf.0.0017.
Full textMurray, Soraya. "High Art/Low Life: The Art of Playing Grand Theft Auto." PAJ: A Journal of Performance and Art 27, no. 2 (May 2005): 91–98. http://dx.doi.org/10.1162/1520281053850866.
Full textKasap, Cagri Baris. "Comparing the Similarities and Differences between All Versions of Grand Theft Auto." Journal of Software Engineering and Applications 11, no. 02 (2018): 89–109. http://dx.doi.org/10.4236/jsea.2018.112005.
Full textTimko, Svetlana A., Aleksandr P. Podshivalov, and Roman V. Markov. "Peculiarities of Grand Theft Auto (On the Example of Omsk and Novosibirsk Regions)." Siberian Law Review 17, no. 1 (2020): 62–69. http://dx.doi.org/10.19073/2658-7602-2020-17-1-62-69.
Full textGooding, Paul, and Melissa Terras. "‘Grand Theft Archive’: A Quantitative Analysis of the State of Computer Game Preservation." International Journal of Digital Curation 3, no. 2 (December 2, 2008): 19–41. http://dx.doi.org/10.2218/ijdc.v3i2.56.
Full textBeerthuizen, Marinus GCJ, Gijs Weijters, and André M. van der Laan. "The release of Grand Theft Auto V and registered juvenile crime in the Netherlands." European Journal of Criminology 14, no. 6 (August 7, 2017): 751–65. http://dx.doi.org/10.1177/1477370817717070.
Full textSuárez Mouriño, Adrián. "La crítica al presente desde el futuro en The Last of us." Barataria. Revista Castellano-Manchega de Ciencias Sociales, no. 29 (November 14, 2020): 36–52. http://dx.doi.org/10.20932/barataria.v0i29.566.
Full textSuárez Mouriño, Adrián. "La crítica al presente desde el futuro en The Last of us." Barataria. Revista Castellano-Manchega de Ciencias Sociales, no. 29 (November 14, 2020): 36–52. http://dx.doi.org/10.20932/barataria.vi29.566.
Full textClark, Lynn Schofield. "Challenges of social good in the world of Grand Theft Auto and Barbie: a case study of a community computer center for youth." New Media & Society 5, no. 1 (March 2003): 95–116. http://dx.doi.org/10.1177/146144480300500106.
Full textSchofield Clark, Lynn. "Challenges of social good in the world of Grand Theft Auto and Barbie: a case study of a community computer center for youth." New Media & Society 5, no. 1 (March 1, 2003): 95–116. http://dx.doi.org/10.1177/1461444803005001909.
Full textYang, Jae weon, Dowoo Kim, and Sungwon Jung. "Using Eye-Tracking Technology to Measure Environmental Factors Affecting Street Robbery Decision-Making in Virtual Environments." Sustainability 12, no. 18 (September 9, 2020): 7419. http://dx.doi.org/10.3390/su12187419.
Full textBahia, Ana Beatriz. "Headshot: jogos digitais, violência e ensino da Arte." Debates em Educação 12, no. 27 (June 22, 2020): 521. http://dx.doi.org/10.28998/2175-6600.2020v12n27p521-545.
Full textTanner, Samuel Jaye. "Reading Grand Theft Auto: Improvisational Urban Literacy." Urban Education, June 4, 2020, 004208592092302. http://dx.doi.org/10.1177/0042085920923026.
Full textDenham, Jack, Steven Hirschler, and Matthew Spokes. "The reification of structural violence in video games." Crime, Media, Culture: An International Journal, October 15, 2019, 174165901988104. http://dx.doi.org/10.1177/1741659019881040.
Full textBarbosa, Guilherme Henrique Fernandes, Maria Cristina Marcelino Bento, Paulo Sergio de Sena, and Neide Aparecida Arruda de Oliveira. "Diálogo entre Grand Theft Auto (GTA) V e Educação: ação gamificada baseada no perfil dos alunos." REVISTA INTERSABERES 15, no. 34 (April 8, 2020). http://dx.doi.org/10.22169/revint.v15i34.1753.
Full textSchott, Gareth, and Jasper Van Vught. "Replacing preconceived accounts of digital games with experience of play: When parents went native in GTA IV." Transactions of the Digital Games Research Association 1, no. 1 (April 5, 2013). http://dx.doi.org/10.26503/todigra.v1i1.5.
Full textGaisbauer, Werner, and Helmut Hlavacs. "Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey." International Journal of Serious Games 4, no. 2 (June 13, 2017). http://dx.doi.org/10.17083/ijsg.v4i2.161.
Full textCoyne, Sarah M., and Laura Stockdale. "Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents." Cyberpsychology, Behavior, and Social Networking, December 18, 2020. http://dx.doi.org/10.1089/cyber.2020.0049.
Full textSweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9, no. 3 (July 1, 2006). http://dx.doi.org/10.5204/mcj.2637.
Full textTaylor, Laurie. "Video Game Internal Turfs and Turfs of Play." M/C Journal 7, no. 2 (March 1, 2004). http://dx.doi.org/10.5204/mcj.2346.
Full textIvănescu, Andra. "The Music of Tomorrow, Yesterday! Music, Time and Technology in BioShock Infinite." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 7, no. 2 (July 8, 2014). http://dx.doi.org/10.31165/nk.2014.72.337.
Full textBeattie, Scott. "Extremity, Video Games and the Censors." M/C Journal 9, no. 5 (November 1, 2006). http://dx.doi.org/10.5204/mcj.2669.
Full textHabel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1383.
Full textWills, John. "“Ain’t the American Dream Grand”: Satirical Play in Rockstar’s Grand Theft Auto V." European journal of American studies 16, no. 3 (September 7, 2021). http://dx.doi.org/10.4000/ejas.17274.
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