The Unauthorized Behind-The-Scenes Story of Grand Theft Auto Free

Total Page:16

File Type:pdf, Size:1020Kb

The Unauthorized Behind-The-Scenes Story of Grand Theft Auto Free FREE JACKED: THE UNAUTHORIZED BEHIND-THE- SCENES STORY OF GRAND THEFT AUTO PDF David Kushner | 304 pages | 03 Apr 2012 | HarperCollins Publishers | 9780007434855 | English | London, United Kingdom Jacked: The Outlaw Story of Grand Theft Auto: : Kushner, David: Books Jacked is the incredible story behind the phenomenon that changed video games for ever — Grand Theft Auto. GTA IV became the biggest entertainment product launch of all time, eclipsing all other books, films and music, and went on to become the most controversial video game in history. He lifts the veil of secrecy around the team to show how a blend of creative genius, daring PR campaigns, big egos and an obsessive work ethic all came together to create a monster with a tendency to spiral out of control. Account Options Sign in. Top charts. New arrivals. Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto. David Kushner Mar Add to Wishlist. More by David Kushner See more. David Kushner. Together, they ruled big Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft Auto. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history— Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft Auto glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way. Alligator Candy: A Memoir. David Kushner grew up in the suburbs of Florida in the early s, running wild with his friends, exploring, riding bikes, and disappearing into the Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft Auto woods for hours at a time. He never returned. Reviews Review Policy. Published on. Flowing text. Best for. Web, Tablet, Phone, eReader. Content protection. Flag as inappropriate. It syncs automatically with your account and allows you to read online or offline wherever you are. Please follow the detailed Help center instructions to transfer the files to supported eReaders. Grand Theft Auto - Wikipedia Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required. To get the free app, enter your mobile phone number. Inside the making of the multibillion-dollar Grand Theft Auto videogame empire Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft AutoGTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Jacked tells the turbulent and mostly unknown story of GTA 's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked. Read more Read less. Kindle Cloud Reader Read instantly in your browser. Customers who viewed this item also viewed. Page 1 of 1 Start over Page 1 of 1. Previous page. David Kushner. Jason Schreier. Henry Jenkins. Only 17 left in stock more on the way. Blake J. Only 2 left in stock - order soon. Next page. Jacked: The Unauthorized Behind- the-scenes Story of Grand Theft Auto other items do customers buy after viewing this item? Game On! Dustin Hansen. Steven L. Register a free business account. Product details Item Weight : 8. Start reading on your Kindle in under a minute. Don't have a Kindle? How would you rate your experience shopping for books on Amazon today Very poor. Very poor. Customer reviews. How are ratings calculated? Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzes reviews to verify trustworthiness. Top reviews Most recent Top reviews. Top reviews from the United States. There was a problem filtering reviews right now. Please try again later. Verified Purchase. The only issue that I have with this book is the editing. There are sentences that make no sense, and there is an unusually high number of typos. Sometimes the context is enough to understand what the author means - sometimes not. But if there is one thing that is absolutely infuriating it's the misspelling of "pixelated". Kushner is absolutely hellbent on using this word as many as three times in one chapterand each time he spells it as "pixilated" - which, while an actual word, means something completely unrelated. And while this may seem like a petty thing to bring up, the frequency of this is what makes it. Overall though, great book, definitely worth a read. Sam Housar is a man who came to America with such wild dreams. The president and co-founder of Rockstar Games wanted to create video games that reminded him of the movies he enjoyed in his youth. Not only that, he wanted to make games immersive and sophisticated - an art form that older generations could no longer stereotype as 'children's toys. Pressure only worsened as Rockstar's parent company, Take-Two Interactive, was struck by fraud investigations. Suddenly, making envelope-pushing video games was no longer a dream job The Hot Coffee scandal in particular really drove the boys to the brink. Meanwhile, behind enemy lines and spearheading the attack on Rockstar or at least trying to make a name for himself Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft Auto a crusader for justice was an embittered Miami lawyer. Having already had moderate success against Two-Live Crew and Howard Stern, Jack Thompson trained his litigating guns on a new scourge that was not Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft Auto threatening the youth of America in his eyes, but putting his young son in danger on a daily basis: violent video games. And Rockstar made just the type of product that got Thompson's infamous press releases rolling. I followed the entire controversy and free-for-all between Thompson, politicians and Rockstar Games during my college years, and this book recounts those warring days in perfect detail. I was there for it all - and "Jacked" was a wonderful trip back in time as well as a fulfilling journey behind the scenes. Speaking of Jack Thompson, the book's portrayal of him is surprisingly sympathetic. For gamers, he has come to represent a kind of mustache- twirling supervillain, a destroyer of fun wherever it may be. In stark contrast, the man presented here is a concerned father who only wants to make the world a safer, cleaner place for his son. Of course, if one were to dig up Thompson's lengthy, rambling, bile-filled press releases which "Jacked" doesn't quite reproduce they might see a different side of the disbarred lawyer Each chapter is headed by an illustration or quote that makes the story feel like it's straight out of a "Grand Theft Auto" playthrough. As Rockstar gets in larger amounts of trouble, the chapters are illustrated with increasing 'Wanted Level' stars. I loved this little element - it made the book even more of a fun ride. Perhaps the book could have gone into more detail about some things. For example, Kushner left out any mention of Volition Inc. The Sam in "Jacked" doesn't strike me as the type of person who would be too happy about that. All in all, this was not only a great book, but a captivating page turner. I was sad to see it end so quickly. Like "Masters of Doom," "Jacked" has all the right elements for a fantastic movie: drama, humor and heartbreak. I could follow the two main characters well enough. But there were a lot of other people covered, and I had trouble keeping them all straight. I did love the small chapters. Let me finish a chapter very Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft Auto and Jacked: The Unauthorized Behind-the-scenes Story of Grand Theft Auto on to subsequent ideas. Did not really know a lot about the GTA game before reading this. Was pretty educational too. One person found this helpful. This book was so good that I bought the author's other video game related book masters of doom and I'm Jacked: The Unauthorized Behind-the- scenes Story of Grand Theft Auto to read it right after this review. As a life long gamer and as a fan and GTA player had to read it as I said I'm a life long gamer but right about now I'm at the stage where I want to know what's going on behind the scenes and how video games are made and the people who may them and their motivation and is not my first video game book about the subject I guess I'm trying to get inside game developer's mind because one hopefully I can make may own game's one day.
Recommended publications
  • Issue Overview: Do Video Games Cause Violence? by Procon.Org on 11.28.16 Word Count 1,328 Level MAX
    Issue Overview: Do video games cause violence? By procon.org on 11.28.16 Word Count 1,328 Level MAX Gamers play the video game "For Honor," developed by Ubisoft Montreal and published by Ubisoft, during "Paris Games Week" in Paris, France, October 28, 2016. Photo: Getty Images. As many as 97% of US kids age 12-17 play video games, contributing to the $21.53 billion domestic video game industry. More than half of the 50 top-selling video games contain violence. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts. Video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. They argue that violent video games may provide a safe outlet for aggressive and angry feelings and may reduce crime. This article is available at 5 reading levels at https://newsela.com. 1 The debate over violent video games can be traced back to the 1976 release of the game Death Race. The object of the game was to run over screaming "gremlins" with a car, at which point they would turn into tombstones. Controversy erupted because the "gremlins" resembled stick-figure humans, and it was reported that the working title of the game was Pedestrian. After protesters dragged Death Race machines out of arcades and burned them in parking lots, production of the game ceased.
    [Show full text]
  • Table of Contents
    GARDEN NEWS Fall/Winter 2016 Spectacular Fall Gardens by Bill Johnson, Board President October might be my favorite month of the year. There’s less to do in my garden now TABLE OF that most plants are slowing down and preparing for winter. This fall’s unseasonably warm weather has been perfect for leisurely strolls to enjoy the subtle beauty of the CONTENTS season. Many fall-blooming plants, for example asters, toad-lilies (Tricyrtis), and hardy chrysanthemums, are still putting on a show as well as providing late-season nectar for Fall Reflections 2 needy pollinators. Hammock Haven 3 Supports Garden If you’re looking for inspiration, or just want to get outside, relax, and soak in the beauty of the season, WVBG Fall/Winter 3 Activities visit a public garden. The West Virginia Botanic Garden has a spectacular fall foliage display. As a Year-round Fun for 4 Children and Families member of the Friends of the West Virginia Botanic Garden, you are eligible for free admission and/or The Promise of Spring 5 discounted services at 300 North American gardens Donated Plants and 6 that are members of the American Horticultural New Yagle Garden Society (AHS). Our Garden is the only AHS member Chrysanthemum with honeybee. Health and Safety 7 garden in West Virginia. Committee Busy Photo by Bill Johnson. at Work Great AHS-member gardens in neighboring states that offer free admission to Friends of the West Virginia Botanic Garden include the Cleveland Botanical Garden in Ohio, the Morris Arboretum of the University of Pennsylvania in Philadelphia, and the Lewis Ginter Botanical Garden in Richmond, Virginia.
    [Show full text]
  • Vote Summary Report
    Vote Summary Sao Martinho S.A. Security Meeting Type P8493J108 Ticker Symbol SMTO3 Meeting Date 04/02/2018 ISIN GB00BQQMCJ47 Agenda Record Date Holding Recon Date City / Country LONDO / United Vote Deadline Date N Kingdo SEDOL(s) BQQMCJ4 - BWDBMD0m Quick Code Item Proposal Management Vote Recommendation 1 Approve Agreement to Absorb Usina Boa Vista S.A. (UBV) For For 2 Ratify ValorUp Auditores Independentes as the Independent Firm to Appraise Proposed Transaction For For 3 Approve Independent Firm's Appraisal For For 4 Approve Absorption of Usina Boa Vista S.A. (UBV) For For 5 Authorize Board to Ratify and Execute Approved Resolutions For For 6 Amend Article 26 For For Flowtech Fluidpower plc Security Meeting Type G3601S108 Ticker Symbol FLO Meeting Date 04/03/2018 ISIN GB00BQQMCJ47 Agenda Record Date Holding Recon Date City / Country LONDO / United Vote Deadline Date N Kingdo SEDOL(s) BQQMCJ4 - BWDBMD0m Quick Code Item Proposal Management Vote Recommendation 1 Authorise Issue of Equity in Connection with the Conditional Placing For For 2 Authorise Issue of Equity with Pre-emptive Rights For For 3 Authorise Issue of Equity without Pre-emptive Rights in Connection with the Conditional Placing For For 4 Authorise Issue of Equity without Pre-emptive Rights For For Sartorius Stedim Biotech Security Meeting Type F8005V210 Ticker Symbol DIM Meeting Date 04/03/2018 ISIN GB00BQQMCJ47 Agenda Record Date Holding Recon Date City / Country LONDO / United Vote Deadline Date N Kingdo SEDOL(s) BQQMCJ4 - BWDBMD0m Quick Code Item Proposal Management Vote
    [Show full text]
  • Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
    Entertainment Software Rating Board - Wikipedia, the free encyclopedia Visited on 10/04/2016 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Entertainment Software Rating Board From Wikipedia, the free encyclopedia Main page Contents "ESRB" redirects here. For the European financial agency, see European Systemic Risk Featured content Board. Current events "Mature content" redirects here. For other uses, see Pornography. Random article The Entertainment Software Rating Board Donate to Wikipedia Entertainment Software Rating Wikipedia store (ESRB) is a self-regulatory organization that Board assigns age and content ratings, enforces Interaction industry-adopted advertising guidelines, and Help About Wikipedia ensures responsible online privacy principles for Community portal computer and video games in the United States, Recent changes nearly all of Canada, and Mexico. The ESRB was Contact page established in 1994 by the Entertainment Software 2006 – present logo Tools Association (formerly the Interactive Digital What links here Software Association), in response to criticism of Type Non-profit, self-regulatory Related changes violent content found in video games such as Industry Organization and rating system Upload file Night Trap, Mortal Kombat, and other controversial Predecessor 3DO Rating System Special pages Recreational Software Advisory video games with excessively violent or sexual Permanent link Council content. Videogame Rating Council Page information September 16, 1994; 22 years Wikidata
    [Show full text]
  • Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle
    Digital pitchforks and virtual torches: Fan responses to the Mass Effect news debacle The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Dutton, N., M. Consalvo, and T. Harper. “Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle.” Convergence: The International Journal of Research into New Media Technologies 17, no. 3 (August 1, 2011): 287–305. As Published http://dx.doi.org/10.1177/1354856511407802 Publisher Sage Publications Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100240 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Digital Pitchforks 1 Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle Abstract: In early 2008, what started as a small report in an online conservative outlet on the Xbox 360 video game Mass Effect was picked up by a number of news outlets and blogs. In particular, Fox News‘ ―Live Desk with Martha MacCallum‖ produced a segment on the game, claiming it was fully interactive digital pornography. One of the show‘s guests, pop psychologist Cooper Lawrence, argued that the game‘s sexual content was harmful, but did so with no firsthand knowledge of the game, incensing fans of the game. Those fans proceeded to respond in various ways, particularly on the Internet. The present research examined three distinct areas of these fan responses – forum discussions, YouTube videos, and the ―review bombing‖ of Cooper Lawrence‘s books on Amazon.com.
    [Show full text]
  • CEAA Members
    CEAA Members 2020-2021 Jamie Hintlian Jamie Hintlian presently serves as President, the Cornell Engineering Alumni Association, '82 ORIE, '85 MEng, '86 having previously served as Vice President, Regions. He is currently the COO of a food MBA manufacturing company in Boston, having recently retired as a Partner/Principal at Ernst President. CEAA & Young (EY) where he led the Life Sciences Supply Chain practice. He worked with cli- Winchester, MA ents to improve their supply chain performance, including manufacturing strategy, plant operations, and supply chain planning. He has been a pioneer in leading industry initia- tives concerning safe and secure supply chains and regulatory compliance. Prior to EY, Jamie worked for over 20 years at Accenture, where he also led the Global Health and Life Sciences Supply Chain. Additionally, Jamie built and led the Pharmaceuticals Business Unit at Aspen Technology. At Cornell Jamie leads a class in Applied Operations Strategy at Johnson Graduate School of Management, and has previously led the Semester in Strategic Operations (SSO) im- mersion program as an adjunct professor, preparing the next generation of operations and supply chain leaders. He also serves on the ORIE Alumni Advisory Council and Cornell University Council. Jamie earned a BS and MEng in Operations Research, and his MBA from Johnson. Jeff Loren Jeff Loren has been an active member of the Cornell Engineering Alumni Association and '75 ENG its predecessors, the Cornell Society of Engineers and the Engineering Alumni Council, Secretary since 1983. The first phase of his professional career spanned over 21 years in Systems En- Seattle, WA gineering and Flight Test Engineering at Boeing, where he worked on both commercial and military aircraft programs.
    [Show full text]
  • Blood Code: the History and Future of Video Game Censorship
    BLOOD CODE: THE HISTORY AND FUTURE OF VIDEO GAME CENSORSHIP BY JEFFREY O’HOLLERAN* INTRODUCTION ................................................................................... 571 I. FIRST AMENDMENT BACKGROUND ....................................... 573 II. THE ANALOGOUS HISTORIES OF FILMS AND VIDEO GAMES ....................................................................................... 576 A. Film Controversy and the Formation of the MPAA ................ 576 B. Early Video Game Controversy and the Formation of the ESRB ................................................................................... 580 C. Doom and Columbine ........................................................... 584 D. Jack Thompson and Grand Theft Auto ................................... 586 III. WHY VIDEO GAMES SHOULD NOT BE TREATED DIFFERENTLY THAN FILMS .................................................... 593 A. Violent and Sexual Content in Video Games is Distinguishable from Pornography and Obscenity. .................. 594 B. Violent Game Content is Similar to Violent Film Content. ..... 596 C. Positive Social Aspects of Violent Gaming............................... 597 D. Desensitization Will Lead to a Decrease in Political Outrage. ............................................................................... 604 IV. EXISTING VIDEO GAME JURISPRUDENCE .............................. 605 V. RATINGS AND LABELS AS UNCONSTITUTIONAL CENSORSHIP.............................................................................. 607 CONCLUSION ......................................................................................
    [Show full text]
  • Violent Video Games and Anger As Predictors of Aggression Q
    ARTICLE IN PRESS Journal of Research in Personality xxx (2007) xxx–xxx www.elsevier.com/locate/jrp Violent video games and anger as predictors of aggression q Gary W. Giumetti, Patrick M. Markey * Department of Psychology, Villanova University 800, Lancaster Avenue, Villanova, PA 19085, USA Abstract Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the Gen- eral Aggression Model (GAM; [Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a mea- sure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry. Ó 2007 Elsevier Inc. All rights reserved. Keywords: Violent video games; Aggression; Anger; Interaction effects 1. Introduction Following the 1999 Columbine High School shootings, lawmakers, researchers, activ- ists, and laypersons became increasingly concerned with the potentially dangerous effects q The authors would like to thank John Grisillo, Kristin Lavin, and the research assistants from the Interpersonal Relations Lab at Villanova University.
    [Show full text]
  • Counter Strike UBT Summer School
    UBT Summer School Counter Strike 25. Juli 2012 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] Scouting Game Geländespiel Das Geländespiel bezeichnet eine Kategorie von Spielen, die überwiegend außerhalb von Gebäuden stattfinden und bewusst die natürlichen und baulichen Gegebenheiten in das Spiel mit einbeziehen. Vorbilder des Geländespiels sind Handlungsabläufe bei der Jagd sowie militärische und polizeiliche Manöver. Zu beachten sind bei dieser Spielekategorie die Gewaltfreiheit und rechtliche Vorschriften für spezielle Gelände wie Wald und Gewässer und beim Umgang mit Waffen. Wikipedia Cops and Robbers Räuber und Gendarm Paintball since 1981 Killergames Films Das Millionenspiel (1970) The Last of Sheila (1973) The 10th Victim (1975) Midnight Madness (1980) Running Man (1985) Steve Jackson: Killer Since 1982 Cruel 2 B Kind http://www.cruelgame.com/ http://www.shootmeifyoucan.net/ Humans vs. Zombies http://humansvszombies.org First-Person-Shooter http://www.youtube.com/watch?v=t6JQJLNYEs0 S. Colley: Maze War id: Hovertank 3D, 1991 http://www.youtube.com/watch?v=ZouboBEULS8 LA: The Eidolon, 1985 HybridArts: MIDI Maze, 1987 id: Catacomb 3D, 1991 First-Person-Shooter id: Wolfenstein 3D, 1992 id: Doom, 1993 Bungie: Marathon 1994 Quake id: Quake, 1996 id: Quake II, 1997 id: Quake III Arena, 1999 Quake simply re-invented the idea of a Id Software's Quake brought true three Wolfenstein may have started the FPS FPS, with it's online deathmatch, the dimensional polygons into the genre but Quake defined it and made it "big-bang" of FPS modification development realm and explored the the intense perspective driven community, and also starting the online play space above and beyond any experience that it is today.
    [Show full text]
  • Winning and Losing in the Hall of Mirrors
    Winning and Losing in the Hall of Mirrors A study into the structural psychoanalytic interfaces arising during the video game situation A thesis submitted for the award of PhD Psychology Vanessa Abigail Long School of Social Sciences Brunel University June 2013 Abstract Who are we? Why do we do the things we do? These questions are constantly under scrutiny, forever unable to provide us with adequate answers, it seems. Yet, with the continuing rise in popularity of digital media, we are able to situate these questions in a different sphere and see aspects of the self that we were unable to perceive before. Digital media forms have provided us with the capacity to explore whole new worlds, as well as allowing for new and innovative methods of communication. These changes make a huge impact on the daily lives of individuals. This thesis presents a theoretical contribution to both psychoanalytic thinking and to the rapidly expanding field of games studies, with especial reference to avatar-based games. It considers the status of the bond formed between the individual at play (known here as the ‘user’) and the game itself. Furthermore, it presents this as a model which identifies the user’s relation to the game dynamic through an understanding of the key components of a video game, including aspects such as the control mechanism. Elements which cross the boundary between the user/game realities are also considered with relation to hyperreality, thus forming a more complete imagining of this framework. This also allows for an application of this dynamic to what we define as violent (and associated) acts within games.
    [Show full text]
  • Digital Ethics Rhetoric and Responsibility in Online Aggression
    Digital Ethics Rhetoric and Responsibility in Online Aggression Edited by Jessica Reyman and Erika M. Sparby First published 2020 ISBN 13: 978-0-367-21795-2 (hbk) ISBN 13: 978-0-429-26614-0 (ebk) Chapter 9 Hateful Games Why White Supremacist Recruiters Target Gamers Megan Condis CC BY-NC-ND 4.0 9 Hateful Games Why White Supremacist Recruiters Target Gamers Megan Condis In 2014, a subset of gamers, encouraged by alt-right wunderkind Milo Yiannopoulos, converged around the hashtag #GamerGate and ha- rassed and threatened progressive game developers and critics.1 A few years later, YouTube gaming celebrities PewDiePie and JonTron got into hot water for making anti-Semitic jokes (Mulkerin, 2017), using racial slurs and repeating white nationalist2 talking points, respectively (Sarkar, 2017) on their wildly popular channels. More recently, pro- fessional gamers and commentators like Matthew Trivett (Alexander, 2018), Félix Lengyel (Gallagher, 2018), Tyler Blevins (Tamburro, 2018), and Matt Vaughn (Hansen, 2017) also faced discipline for broadcast- ing racial slurs on the popular streaming service Twitch. And in 2017, Bethesda, the publisher of the newest entry in the Wolfenstein franchise (a series of first-person shooter video games in which the player fights against Nazis in an alternate reality where the Axis powers won World War II), angered some fans with their game’s marketing campaign, which centered around the slogan “Make America Nazi-Free Again” (Axford, 2017). The slogan was deemed by these fans to be too overtly political and too critical of President Donald Trump and the alt-right. It might seem strange that online video game culture has become a se- rious recruiting ground for white supremacists.
    [Show full text]
  • Thinking of the Children: the Failure of Violent Video Game Laws
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Fordham University School of Law Fordham Intellectual Property, Media and Entertainment Law Journal Volume 18 Volume XVIII Number 3 Volume XVIII Book 3 Article 7 2008 Thinking of the Children: The Failure of Violent Video Game Laws Gregory Kenyota Fordham University School of Law Follow this and additional works at: https://ir.lawnet.fordham.edu/iplj Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Gregory Kenyota, Thinking of the Children: The Failure of Violent Video Game Laws, 18 Fordham Intell. Prop. Media & Ent. L.J. 785 (2008). Available at: https://ir.lawnet.fordham.edu/iplj/vol18/iss3/7 This Note is brought to you for free and open access by FLASH: The Fordham Law Archive of Scholarship and History. It has been accepted for inclusion in Fordham Intellectual Property, Media and Entertainment Law Journal by an authorized editor of FLASH: The Fordham Law Archive of Scholarship and History. For more information, please contact [email protected]. Thinking of the Children: The Failure of Violent Video Game Laws Cover Page Footnote Michela S. Frankel, Andrew Sims, Britton Payne, Melanie Costantino, Robert Pierson, Kenneth Klein This note is available in Fordham Intellectual Property, Media and Entertainment Law Journal: https://ir.lawnet.fordham.edu/iplj/vol18/iss3/7 KENYOTA_022508_FINAL 2/25/2008 7:20:38 PM Thinking of the Children: The Failure of Violent Video Game Laws Gregory Kenyota* INTRODUCTION If asked to name a video game where players can drive a car and run over people, one’s likely response is a game from the Grand Theft Auto series.
    [Show full text]