Grand Theft Auto V
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Characterizing the Protagonists in Grand Theft Auto V Master's
CONSTRUCTING IDENTITIES IN SAN ANDREAS: Characterizing the protagonists in Grand Theft Auto V Master’s thesis Joonas Kettunen University of Jyväskylä Department of Languages English August 2015 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistinen tiedekunta Kielten laitos Tekijä – Author Joonas Kettunen Työn nimi – Title CONSTRUCTING IDENTITIES IN SAN ANDREAS: Characterizing the protagonists in Grand Theft Auto V Oppiaine – Subject Työn laji – Level Englanti Pro gradu -tutkielma Aika – Month and year Sivumäärä – Number of pages Elokuu 2015 101+2 liitettä Tiivistelmä – Abstract Digitaalisten pelien merkitys on nykyään huomattava taloudellisesti ja kulttuurisesti. Ihmiset käyttävät aikaa ja rahaa digitaalipelien pelaamiseen enemmän kuin koskaan aikaisemmin ja pelaajamäärät kasvavat jatkuvasti. Yksi viime vuosien suurimmista digitaalipeleistä, niin budjetiltaan kuin pelaajamäärältäänkin, on Grand Theft Auto V. Lisäksi GTA V on saanut erinomaiset arvostelut ja peliä pidetäänkin yhtenä parhaana digitaalipelinä kautta aikojen. Erityisesti pelin hahmoja on kehuttu. Edellä mainittujen seikkojen perusteella GTA V -pelin päähahmot, Michael, Franklin ja Trevor, ovat tämän tutkimuksen keskiössä. Tutkimuksessa Grand Theft Auto V -peliä tarkastellaan kulttuurituotteena. Päähahmojen identiteetin rakentumista tutkitaan hahmoanalyysin avulla, joka pohjautuu kirjallisuusteoriaan. Analyysissa jokaisen hahmon ryhmäkategoriat, persoonallisuuskategoriat, sosiaalisten roolien kategoriat ja kieli on analysoitu hyödyntäen hahmoanalyysia. -
Digitale Spielwelten.Pdf
Jessica Rehse | Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen im Leben, aber letztendlich treffen unsere Entscheidungen uns.“ Didaktische Potenziale digitaler Spielwelten Universitätsverlag Potsdam Jessica Rehse | Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen im Leben, aber letztendlich treffen unsere Entscheidungen uns.“ Didaktische Potenziale digitaler Spielwelten Jessica Rehse | Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen im Leben, aber letztendlich treffen unsere Entscheidungen uns.“ Didaktische Potenziale digitaler Spielwelten Universitätsverlag Potsdam Bibliografische Information der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.dnb.de abrufbar. Universitätsverlag Potsdam 2020 http://verlag.ub.uni-potsdam.de/ Am Neuen Palais 10, 14469 Potsdam Tel.: +49 (0)331 977 2533 / Fax: -2292 E-Mail: [email protected] Satz: text plus form, Dresden Druck: docupoint GmbH Magdeburg Dieses Werk ist unter einem Creative Commons Lizenzvertrag lizenziert: Namensnennung 4.0 International Um die Bedingungen der Lizenz einzusehen, folgen Sie bitte dem Hyperlink: http://creativecommons.org/licenses/by/4.0/ Umschlagbild: Blind Squirrel Games: BioShock: The Collection, 2K Games (Hrsg.), 2016 Titelzitat: 2K Games: BioShock, Take-Two Interactive (Hrsg.), 2007 ISBN 978-3-86956-489-0 Zugleich online veröffentlicht auf dem Publikationsserver der Universität Potsdam https://doi.org/10.25932/publishup-46846 -
Mattia Thibault, 1
Issue 04 (2016) articles Post-Digital Games: The Influence of Nostalgia in Indie Games' Graphic Regimes by Mattia Thibault, 1 Religion, Games, and Othering: An Intersectional Approach by Kathrin Trattner, 24 ´The poor carpenter´: Reinterpretating Christian Mythology in the Assassin's Creed Game Series by Frank G. Bosman, 61 reviews Dishonored: A “Less Dark Outcome” – The Religious Milieu in Dishonored on the Pacifist Route by Heidi Rautalahti, 88 Agency and Consequence in Life is Strange by Ylva Grufstedt, 96 To Live or Die in Los Santos: Death and Post Mortality Aspects in Grand Theft Auto V by Isabell Gloria Brendel, 101 Analyzing Digital Fiction: A Review by Nina Maskulin, 110 interviews Interview with Shailesh Prabhu, Indian Game Designer by gamevironments, 120 Interview with Ricardo Ruiz from 3Ecologias by gamevironments, 127 research reports Mapping Methods: Visualizing Visual Novels’ Cultural Production in Japan by Edmond Ernest Dit Alban, 140 To Live or Die in Los Santos: Death and Post Mortality Aspects in Grand Theft Auto V Isabell Gloria Brendel Abstract Review of the video game Grand Theft Auto V concerning death and post mortality aspects. Keywords: review, death, post mortality, Grand Theft Auto V 101 Grand Theft Auto V was one of the most anticipated video games in the last few years. It is the seventh installment in the main Grand Theft Auto series and the fifteenth overall. The first game of the series was released in 1997 for PC and PlayStation and two years later for Nintendo’s Game Boy Color. The responsible developer was Rockstar North alongside Tarantula Studios, the former is even today accountable for the progress of the series. -
Análisis De Grand Theft Auto
Universidad Andina Simón Bolívar Sede Ecuador Área de Derecho Programa de Maestría en Comunicación El imaginario del sueño americano y videojuegos: análisis de Grand Theft Auto Francisco Andrés Jirón Polo 2015 CLAUSULA DE CESIÓN DE DERECHO DE PUBLICACIÓN DE TESIS Yo, Francisco Andrés Jirón Polo, autor de la tesis intitulada EL IMAGINARIO DEL SUEÑO AMERICANO Y VIDEOJUEGOS: ANÁLISIS DE GRAND THEFT AUTO, mediante el presente documento, dejo constancia de que la obra es de mi exclusiva autoría y producción, que la he elaborado para cumplir con uno de los requisitos previos para la obtención del título de Magíster en Comunicación, en la Universidad Andina Simón Bolívar, Sede Ecuador. 1. Cedo a la Universidad Andina Simón Bolívar, Sede Ecuador, los derechos exclusivos de reproducción, comunicación pública, distribución y divulgación, durante 36 meses a partir de mi graduación, pudiendo por lo tanto la Universidad, utilizar y usar esta obra por cualquier medio conocido o por conocer, siempre y cuando no se lo haga para obtener beneficio económico. Esta autorización incluye la reproducción total o parcial en los formatos virtual, electrónico, digital, óptico, como usos en red local y en internet. 2. Declaro que en caso de presentarse cualquier reclamación de parte de terceros respecto de los derechos de autor/a de la obra antes referida, yo asumiré toda responsabilidad frente a terceros y a la Universidad. 3. En esta fecha entrego a la Secretaría General, el ejemplar respectivo y sus anexos en formato impreso y digital o electrónico. Fecha:………………… Firma:………………………. 2 UNIVERSIDAD ANDINA SIMÓN BOLÍVAR, SEDE ECUADOR Área de Comunicación Programa de Maestría en Comunicación EL IMAGINARIO DEL SUEÑO AMERICANO Y VIDEOJUEGOS: ANÁLISIS DE GRAND THEFT AUTO AUTOR: Francisco Jirón Polo TUTOR: Iván Rodrigo Mendizábal, c.Ph.D. -
Just Vibrations: the Purpose of Sounding Good
Cheng, William. Just Vibrations: The Purpose of Sounding Good. E-book, Ann Arbor, MI: University of Michigan Press, 2016, https://doi.org/10.3998/mpub.9293551. Downloaded on behalf of Unknown Institution Just Vibrations Cheng, William. Just Vibrations: The Purpose of Sounding Good. E-book, Ann Arbor, MI: University of Michigan Press, 2016, https://doi.org/10.3998/mpub.9293551. Downloaded on behalf of Unknown Institution Cheng, William. Just Vibrations: The Purpose of Sounding Good. E-book, Ann Arbor, MI: University of Michigan Press, 2016, https://doi.org/10.3998/mpub.9293551. Downloaded on behalf of Unknown Institution Just Vibrations The Purpose of Sounding Good ✦ ✦ ✦ William Cheng University of Michigan Press Ann Arbor Cheng, William. Just Vibrations: The Purpose of Sounding Good. E-book, Ann Arbor, MI: University of Michigan Press, 2016, https://doi.org/10.3998/mpub.9293551. Downloaded on behalf of Unknown Institution Copyright © 2016 by William Cheng Some rights reserved This work is licensed under the Creative Commons Attribution- Noncommercial- No Derivative Works 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by- nc- nd/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. Published in the United States of America by the University of Michigan Press Manufactured in the United States of America c Printed on acid- free paper 2019 2018 2017 2016 4 3 2 1 A CIP catalog record for this book is available from the British Library. Library of Congress Cataloging- in- Publication Data Names: Cheng, William, 1985– author. -
Hermeneutic Study: Identity of Gamers in the Unreal World of GTA V
© 2020 IJRAR March 2020, Volume 7, Issue 1 www.ijrar.org (E-ISSN 2348-1269, P- ISSN 2349-5138) Hermeneutic Study: Identity of Gamers in the Unreal World of GTA V Joel Mathew Post Graduate in English Literature, Christ University, Bangalore, India Abstract: The study aims to understand the hermeneutic discourse in the art of playing the in-game characters. The dynamics of the game is created to provide a stimulated open world scenario, with an overarching theme of free will. The gamer is engaging in a platform which is considered as an escapist performance. He forgoes the process in which he is performing, learning and imbibing the gameplay while developing (levelling up) the character of the protagonist’s through the game. There has been previous researches based upon the efficacy of video games in daily lives. The game, GTA V has multiple copies all around the world everyone is able to engage with the audio-visual self-immersive text. However, every gamer constructs a different hyper-reality. This construct is based upon the interaction between the game cinematics, the characters’ influence, soundtrack (diegetic and non-diegetic), the gamer’s psyche. I. Introduction Unlike a novel or a film as a text, games are multi-dimensional in nature. The central problem of narrative cinema is that of using of severely limited, two dimensional space, within a severely limited time span, to represent a temporally limitless, three dimensional world. The task of narrative cinema, in other words, is to naturalize a counterintuitive experience by creating the illusion that the viewer has acquired a privileged window on reality, a window through which one is supposed to see not objects and actions, but instead a story (Nadel, 2008). -
Jouvenaar S4234537/0
Jouvenaar S4234537/0 Jouvenaar S4234537/1 Essay Cover Sheet AMERICAN STUDIES Teacher who will receive this document: Dr. Markha Valenta and Dr. László Munteán Title of document: The Satirical Message of Grand Theft Auto V: a critique on contemporary American society. Name of course: BA Thesis American Studies 2017 Date of submission: 15-06-2017 The work submitted here is the sole responsibility of the undersigned, who has neither committed plagiarism nor colluded in its production. Signed B. Jouvenaar Name of student: Barbara Jouvenaar Student number: S4234537 Jouvenaar S4234537/2 Abstract The aim of this bachelor thesis is to answer the question what kind of persuasive message about America is being expressed in the video game Grand Theft Auto V. The video game Grand Theft Auto V contains many controversial characters and features that criticize American society. To analyze the way in which Grand Theft Auto V enables this critique on American society, I have used the theory of Jesse Schell on game mechanisms and the theory of Ian Bogost on the procedural rhetoric of video games. In order to analyze specifically the critique, I have used the theory of Test on satire. The research is divided into two parts; a first chapter on the game mechanisms and procedural rhetoric of Grand Theft Auto V and a second chapter on the satirical messages of the video game. The game mechanisms of Grand Theft Auto V play a crucial role in creating its rhetorical messages. The interactions between game mechanisms create procedural rhetoric that enables the use of satire in a video game. -
Ya Know, I Don't Mind Being Labeled a Crackhead."
"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 Anders Norén Anders Norén Vt 2015 Examensarbete, 15 hp Medie- och kommunikationsvetenskap med inriktning mot strategisk kommunikation Tillämpad strategisk kommunikation, 30 hp Handledare: Eric Carlsson Abstract Title: ”Ya know, I don't mind being labeled a crackhead.” A semiotic analysis of how Grand Theft Auto V depicts race, social class and gender The purpose of this thesis is to examine the representation of race, social class and gender in the 2013 video game Grand Theft Auto V. Postcolonial theory, including terms such as cultural hegemony, whiteness and Michel Foucaults definition of power, has served as the basis for the analysis. The postcolonial theory has been combined with class theory and gender theory for an intersectional analysis. Semiotic analysis has been used as the method in the thesis, and a total of nine story missions – three for each protagonist in the game – have constituted the material. The analysis has shown that Grand Theft Auto V contains stereotypical depictions of non-hegemonic groups in society, and that these depictions serve to perpetuate negative myths about members of ethnic minorities and the working class. Keywords: games, video games, grand theft auto, gender, race, social class Number of pages: 36 Sida !2 av !36 Innehållsförteckning" " 1. Inledning...................................................................................................................................................... -
The Online Journal of Communication and Media Volume 2 Issue 4 October 2016
ISSN: xxxx‐xxxx The Online Journal of Communication and Media Volume 2 Issue 4 October 2016 Editor‐in‐Chief Prof. Dr. Aytekin İşman Editors Prof. Dr. Aydın Ziya ÖZGÜR Assoc. Prof. Dr. Ergun YOLCU Associate Editor Assist. Prof. Dr. Seçil KAYA Technical Editor Hüseyin ESKİ Journal Secretary Mustafa ÖZTUNÇ www.tojcam.net October 2016 The Online Journal of Communication and Media – October 2016 Volume 2, Issue 4 Copyright © 2015 - THE ONLINE JOURNAL OF COMMUNICATION AND MEDIA All rights reserved. No part of TOJCAM’s articles may be reproduced or utilized in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the publisher. Contact Address: Prof. Dr. Aytekin İŞMAN TOJCAM, Editor in Chief Published in TURKEY Sakarya-Turkey www.tojcam.net Copyright © The Online Journal of Communication and Media The Online Journal of Communication and Media – October 2016 Volume 2, Issue 4 Message from the Editors Hello from TOJCAM TOJCAM welcomes you. We are very pleased to publish volume 2 issue 4 in 2015. As an editor-in-chief of The Online Journal of Communication and Media (TOJCAM), this issue is the success of the reviewers, editorial board and the researchers. In this respect, I would like to thank to all reviewers, researchers and the editorial road. The Online Journal of Communication and Media (TOJCAM) editorial team will be pleased to share various researches with this issue as it is the miracle of our journal. All authors can submit their manuscripts to [email protected] for the next issues.