ABSTRACT Title of Document: DRIVING AROUND LOS SANTOS: SPACE, PLACE, and PLACE-MAKING in GRAND THEFT AUTO V Alyssa M. Neuner, Am
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TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
Homosexuality As Seen in Grand Theft Auto Iv
HOMOSEXUALITY AS SEEN IN GRAND THEFT AUTO IV A GRADUATING PAPER Submitted in Partial Fulfillment of the Requirements for Gaining The Bachelor Degree in English Literature By: YUNIARTI 10150025 ENGLISH DEPARTMENT FACULTY OF ADAB AND CULTURAL SCIENCES STATE ISLAMIC UNIVERSITY SUNAN KALIJAGA YOGYAKARTA 2014 ABSTRACT Homosexuality as seen in Grand Theft Auto IV By Yuniarti Grand Theft Auto IV is a form of RPG game created by Rockstar Games in 2008. GTA IV has two additional episodes, namely GTA IV: The Lost and Damned and GTA IV : The Ballad of Gay Tony. The analysis is focused on GTA IV: The Ballad of Gay Tony. This game tells about the life of Tony Prince who has debts taken from his business friends. Since then, Gay Tony asks Luis to do extra work provided by his business friends to redeem the debt. Problems come and go when he tried to redeem his debts and eventually Luis is able to resolve the issue at the end. To analyze Gay Tony, qualitative research method is used to find out how homosexuality is presented by Tony Prince and to reveal how Tony sees himself in being homosexual. The analysis begins with Gay Tony’s homosexual background. Further analysis is divided into several parts, that is conversation of text and visual effects that appear in the game. Conversation was divided into two parts, namely the influence to the other characters and conversations that related to homosexuality. In the visual, the author divides into two, namely the appearance of characters and loading screen image. The writer concludes that the character is an openly homosexual. -
2019 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT ANNUAL INC. 2019 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT Generated significant cash flow and ended the fiscal year with $1.57$1.57 BILLIONBILLION in cash and short-term investments Delivered total Net Bookings of Net Bookings from recurrent $2.93$2.93 BILLIONBILLION consumer spending grew 47% year-over-year increase 20%20% to a new record and accounted for units sold-in 39% 2424 MILLIONMILLIONto date 39% of total Net Bookings Tied with Grand Theft Auto V as the highest-rated game on PlayStation 4 and Xbox One with 97 Metacritic score One of the most critically-acclaimed and commercially successful video games of all time with nearly units sold-in 110110 MILLIONMILLIONto date Digitally-delivered Net Bookings grew Employees working in game development and 19 studios 33%33% 3,4003,400 around the world and accounted for Sold-in over 9 million units and expect lifetime Net Bookings 62%62% to be the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2019 was a stellar year for Take-Two, highlighted by record Net Bookings, which exceeded our outlook at the start of the year, driven by the record-breaking launch of Red Dead Redemption 2, the outstanding performance of NBA 2K, and better-than- expected results from Grand Theft Auto Online and Grand Theft Auto V. Net revenue grew 49% to $2.7 billion, Net Bookings grew 47% to $2.9 billion, and we generated significant earnings growth. -
Distinctive Difference Game Titles Between Japanese Context And
What is “Japanese video game” • Kohler, Chris. "Power-up: how Japanese video games gave the world an extra life." (2004). • Picard, Martin. "The foundation of geemu: A brief history of early Japanese video games." Game Studies 13.2 (2013). • Pelletier-Gagnon, Jérémie. Video Games and Japaneseness: An analysis of localization and circulation of Japanese video games in North America. Diss. McGill University, 2011. What is “Japanese video game” • Some famous “Made in Japan” games is not famous in Japan. Ex : “Zaxxon”(1982), “Jet Grind Radio” (2000), “Cooking Mama”(2006) (C)SEGA 1982 (C)SEGA 2000 (C)TAITO 2006 Some famous Japanese game is not famous in English context. Ex : “moon”(1997) (C) ASCII 1997 (C) ASCII 1997 Japanese gamer don’t know famous game titles. • For example, most of Japanese video game players don’t know “Tempest”(1981), “Canabalt”(2009) (C)ATARI 1981 (C)Semi-Secret Software 2009 Do you know the game ? https://goo.gl/forms/ZJr4iQqam95p9kcC2 1.Purpose of the study A) Today Japanese video game context and English video game context, each context have much local bias. We want to know local game history. B) Developing method to know characteristic history in each area. 2.Significance of the study A) Making basic resource for local game history research, and area studies. B) Extended use case trial of Media Art DB. # Now, This DB don’t include work – version relation.(at 2016/8) Media ART DB / Game Domain(Published by Agency for Cultural Affairs Japan) 3.Method 1. Picking up video game titles from a. video game books, awards, exhibitions about video games, and sales data. -
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Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238. -
THE VIDEO GAME INDUSTRY the Video Game Industry (Often
THE VIDEO GAME INDUSTRY The video game industry (often referred to as interactive entertainment) is the economic sector involved with the development, marketing and sales of video games. It encompasses dozens of job disciplines and employs thousands of people worldwide. Game industry value chain The game industry value chain is made up of six connected and distinctive layers: 1. Capital and publishing layer: involved in paying for development of new titles and seeking returns through licensing of the titles. 2. Product and talent layer: includes developers, designers and artists, who may be working under individual contracts or as part of in-house development teams. 3. Production and tools layer: generates content production tools, game development middleware, customizable game engines, and production management tools. 4. Distribution layer: or the "publishing" industry, involved in generating and marketing catalogs of games for retail and online distribution. 5. Hardware (or Virtual Machine or Software Platform) layer: or the providers of the underlying platform, which may be console-based, accessed through online media, or accessed through mobile devices such as the iPhone. This layer now includes non-hardware platforms such as virtual machines (e.g. Java or Flash), or software platforms such as browsers or even further Facebook, etc. 6. End-users layer: or the users/players of the games.[2] [edit]Disciplines Latest trends in the game industry A fairly recent practice, since the mid-1990s, of the video game industry is the rise of game players as developers of game content. The rise of video game players as fourth-party developers of game content allows for more open source models of game design, development and engineering. -
United States Bankruptcy Court SUMMARY of SCHEDULES
13-10176-jmp Doc 119 Filed 03/06/13 Entered 03/06/13 20:14:12 Main Document Pg 1 of 110 B6 Summary (Official Form 6 - Summary) (12/07) }bk1{Form 6.Suayfchedls United States Bankruptcy Court Southern District of New York In re Atari Interactive, Inc. Case No. 13-10177 , Debtor Chapter 11 SUMMARY OF SCHEDULES Indicate as to each schedule whether that schedule is attached and state the number of pages in each. Report the totals from Schedules A, B, D, E, F, I, and J in the boxes provided. Add the amounts from Schedules A and B to determine the total amount of the debtor’s assets. Add the amounts of all claims from Schedules D, E, and F to determine the total amount of the debtor’s liabilities. Individual debtors must also complete the "Statistical Summary of Certain Liabilities and Related Data" if they file a case under chapter 7, 11, or 13. NAME OF SCHEDULEATTACHED NO. OF ASSETS LIABILITIES OTHER (YES/NO) SHEETS A - Real Property Yes 10.00 B - Personal Property Yes 4 21,238,150.00 C - Property Claimed as Exempt No 0 D - Creditors Holding Secured Claims Yes 1 0.00 E - Creditors Holding Unsecured Yes 1 0.00 Priority Claims (Total of Claims on Schedule E) F - Creditors Holding Unsecured Yes 1 266,183,594.00 Nonpriority Claims G - Executory Contracts and Yes 1 Unexpired Leases H - Codebtors Yes 1 I - Current Income of Individual No 0 N/A Debtor(s) J - Current Expenditures of Individual No 0 N/A Debtor(s) Total Number of Sheets of ALL Schedules 10 Total Assets 21,238,150.00 Total Liabilities 266,183,594.00 Software Copyright (c) 1996-2013 - CCH INCORPORATED - www.bestcase.com Best Case Bankruptcy 13-10176-jmp Doc 119 Filed 03/06/13 Entered 03/06/13 20:14:12 Main Document Pg 2 of 110 B6A (Official Form 6A) (12/07) }bk1{Schedul A-RaPropty In re Atari Interactive, Inc. -
How Does Grand Theft Auto V Perpetuate the Dominant Ideology of Patriarchy Through Male
REINFORCING STEREOTYPES AND NORMATIVE IDEOLOGIES THROUGH ANIMATED SUBSERVIENCE: ‘HOW DOES GRAND THEFT AUTO V PERPETUATE THE DOMINANT IDEOLOGY OF PATRIARCHY THROUGH MALE PROTAGONIST GAME PLAY?’ NIAMH MALONE Submitted in part fulfilment of the requirements for the MA in Community Education, Equality and Social Activism Departments of Adult and Community Education and Sociology National University of Ireland Maynooth 2014 Supervisor: Michael Murray ACKNOWLEDGEMENTS First and foremost I would like to thank my research supervisor Dr. Michael Murray. I would like to thank you very much for your support and patience. I would also like to show gratitude to the dedicated academic staff at Maynooth University from both the Sociology Department and the Adult Education Department. In particular, the teaching staff involved in the MA in CEESA (Community, Education, Equality and Social Activism). I would like very much to thank Dr. Brid Connolly, Dr. Bernie Grummell, Dr. Theresa O’ Keefe, Dr. Fergal Finnegan and Dr. Laurence Cox. I would also like to thank my fellow students, whom I have come to call my friends. Thank you Ada-Christne Eloji, Ciara Fitzpatrick, Liath Vaughan, Niamh Mongey, Philip Finn, Eoin O’ Ceallaigh and StJohn O’ Donnabhain. Getting through this thesis required more than academic support. I acknowledge and appreciate the help of the research participants involved in this research. I would like to thank my family who has supported me in my journey through University. A huge thank you to my partner, Gavin, who went beyond and above to support and encourage me throughout this process. Thank you to my father, who continues to inspire me with his wisdom and strength. -
Marketing Audit Grand Theft Auto Group 8 Section 9 By
Marketing Audit Grand Theft Auto Group 8 Section 9 By: Christina Hoze, Jonathan Lund, David Cibrian, Fidel Oropeza, Kiersten Stafford MARKETING AUDIT COMPONENTS/SECTIONS I. Marketing Audit Questions: Initiating the Marketing Process (Chapters 1, 2, 3 and 4) 1. Company mission statement a. What is the company mission statement? “At Rockstar Games, we focus intently on quality and content to proudly produce exactly the kind of games we would want to play ourselves.” Rockstar games main focus, based on their mission statement, is to create the highest quality possible game. b. Is the product you chose to analyze in line with the company's mission statement? Absolutely, GTA V is Rockstar’s biggest online game that has produced more than $1 Billion in microtransaction sales. This game has also sold more than 115 million copies world wide, and is still consistently generating microtransactions. GTA V is able to do this because they’re creating the highest quality games for their consumers to enjoy, they’ve been successfully implementing their mission statement into every game they make since they were first founded. 2. The present status of the company/product a. How is the company/product situated in terms of its competencies, customers and competitors? The game is situated very highly for customers, past players know to expect a high quality game every time that Rockstar releases a new one. Grand Theft Auto’s biggest competitor is the game Witcher 3 which sold nearly 10 million copies world wide, far behind Grand Theft Auto’s 115 million copies sold. 3. Product(s) position within the company. -
Under the Hood: an (Auto) Ethnographic Study of How White Adolescent Males Critically Engage with Race in Grand Theft Auto V
UNDER THE HOOD: AN (AUTO) ETHNOGRAPHIC STUDY OF HOW WHITE ADOLESCENT MALES CRITICALLY ENGAGE WITH RACE IN GRAND THEFT AUTO V PAUL DARVASI A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN EDUCTION YORK UNIVERSITY TORONTO, ONTARIO DECEMBER 2019 © Paul Darvasi 2019 ii ABSTRACT Grand Theft Auto V (GTA V) is emblematic of the public controversies that asso- ciate video games with violence, misogyny, and damaging depictions of race and gender. However, it is also a layered referential and self-reflexive text that roundly critiques US culture, including the pernicious complicity of media on issues of identity. GTA V is the third best selling video game in history, and primarily targets white adolescent males, but its effects on the attitudes and behaviors of its chief consumers are virtually unstudied. Furthermore, the tendency for schools to keep controversial games at a distance may neg- lect a need to better equip adolescent boys with the tools to critically consume the com- plex media in which they are immersed. This doctoral dissertation employs a postcolonial lens and documents a month-long qualitative study where a high school class of ten white adolescent boys played GTA V while in a formal instructional context that encouraged them to critically reflect on their gameplay. Although they viewed the game through the lenses of gender, masculinities, violence, and hegemony, my research specifically reports on how they engaged with representations of race and racialized places in the elaborate urban simulation. The participants were positioned as co-researchers and trained in basic ethnographic methods, and the fieldnotes and filmed videos of their play were synthesized in autoethnographic accounts of their experiences.