Sunday 6 September 2015

MEST4 Summer Project (Critical Investigation Research)

Are Video Games Like GTA V Building A Representation Of What Society May Be Like In The Future? 

Grand Theft Auto V is the fifth instalment of the Grand Theft Auto franchise, it is a open world, action adventure video game made by Rockstar North and published by Rockstar Games. From its release on September 17, 2013 on Playstation 3 and Xbox 360, the game has created a lot of controversy related to its violence and deception of women. This controversy may have started due to many reasons, but its biggest claim was from a mission in the game where players were forced to torture and slaughter a character in the game. Using equipment from electrical charges, tweezers and barrels of oil this created a very sinister feel in the major successful video game. The game also received criticism from politicians and anti-torture groups. The game also became a subject of a large online debate over its representation of women, this is because Carolyn Petit, a journalist for a game reviewer / blogger  company "Gamespot" backlashed against the hit game claiming that the game was Misogynistic in her review. Her review caused more than 20,000 negative comments to be fired at her from the gaming community, senseless abusive comments from gamers were thrown at her just for her opinion, many journalists defended her for her freedom of speech but the gaming community was too heavy. High media female media figures like Karen Gravano and Lindsey Lohan filed lawsuits against the game as some characters portrayed their likeness in an offensive manor.


Feminist Reviews GTA V:

"So what do we have here? Well, one of the first criticisms that we can level is the total lack of a playable female character. Given that you have three to play with, it seems a little remiss that not a single one is female. But the developers said that they wanted to tell a story about masculinity. It isn’t necessarily sexist to want to do that with male characters. It is certainly the case that in the majority of video games the ‘default’ character setting is male (obviously this does not include games where you create your own character), and this, to me, reflects more of a problem with the industry as a whole rather than just the Grand Theft Auto franchise, or Rockstar as a company.
There certainly are female characters within the world, although not that many of them. The problem there lies with the type of female characters they are. I am not saying that all female characters in games need to be ‘good’, there is nothing inherently wrong with a female character that is bad, or flawed. It is even possible to have a well crafted female character that embodies some sexist stereotypes without it necessarily being problematic. The trouble is, all of the female characters in this game are little more than sexist stereotypes of womanhood, or just figures of derision. We have the career obsessed, emotionally stunted woman, we have the harridan oppressing her poor hen pecked boyfriend, and we have the whores. And boy do we have a lot of whores in this game. Taken on their individual merits, again they aren’t necessarily a problem. Quite a lot of the characters have justifications for the way they behave that could, in theory, move them away from just being stereotypes. Amanda de Santa left everything to follow her husband into witness protection, but feels alienated from him and alone, so she seeks comfort. Her daughter Tracey, like so many teenagers, is susceptible to the media which glorifies fame for fames sake alone, and shows her that sex is the way to do it (just look at the paparazzi).However, even with these theoretical justifications, Amanda barely exists as a character, and Tracey is really just a ‘damsesl in distress’ trope with some sex added into it. And in the one quest where Michael’s whole family are at risk, in the end it is only Tracey and Amanda that need to be rescued, and the ‘manchild gamer’ who rides in for the rescue.
When you have so many characters that are barely clothed walking stereotypes, and couple them with the characters who have no story or character reason really for being what they are, you start to think that the writers started with ideas of women, and worked backwards from there.
Then you add in the world that they created. It is huge and impressive and wonderful. And contains so many awfully sexist, and sometimes outright misogynist things. As with the female characters, looked at individually you can argue reasons for some of them. Some you can theoretically argue are played for ‘satire’.
For example, the ‘Beyond Insemination’ radio station, we are meant to be laughing at the presenter. He is a pastice of the ‘traditional redneck’, racist, sexist and homophobic. The joke is on him. So you can choose to view the horrible things he says in that context. Personally I am not comfortable laughing at a character advising someone to drown his wife when an average of two women a week are murdered by a current or former partner. And the line about eating sushi off of his stepdaughter cut a little too close to child abuse for me (tho they make no mention of her age).
As I mentioned previously, Lazlow is meant to be a pitiable, pathetic character. But even saying that, the players love him. That’s why they keep bringing him back (this is the fourth full length GTA game that Lazlow has featured in). Maybe the developers intend us to be laughing at him rather than cheering him on, but how much weight can we really place on their intent when the reality is something different.
The ingame billboard adverts are clearly swipes at ‘real world’ advertising. Real world advertisers know that sex sells, and there are certainly no shortage of horrifically sexist advertising campaigns. So again we can chose to view these as satire. At the very least there is a defined target, even if women are caught in the crossfire.
When it comes to the Paparazzi missios, you can in theory argue that what Franklin says to the paparazzi is the developers comment on this ‘profession’. And he is clearly not meant to be a likeable character, so we coud possibly view his appalling dialogue in those terms, as something that we are meant to see as awful. But it does feel an awful lot like having your cake and eating it. Oh we bemoan his terrible behaviour, but we then go and help him do it. And of all the missions that I completed in the game, these made me feel the most…unclean.Although you can choose not to pick up the missions, there is no option when he asks you for help to say, ‘no’. You can walk away, but then the mission comes up as ‘failed’. The developers intend you to complete them.
But there are things in the game world for which I can see no satirical target.
Where is the satire in picking up prostitutes? Where is the satire in going to stripclub full of dancers who really want you to touch them? What is satirical about a man describing how he likes to crush a woman’s sternum?
I guess the other defense that can be offered is what you might chose to term the ‘comedy defense’.
Almost all of these things are framed as a joke. The awful female characters, the disturbing radio shows are all in the service of ‘the joke’. The writers, the developers think that these things are funny. But, to me, that is no defense. It almost makes it worse.
Almost any one of these problems on their own can be explained away. Even a few together. But taken together they are almost overwhelming. That is why a reviewer described the game as having an ‘undercurrent of misogyny’. It seems to underpin the whole game. You can chose to not notice it (for the most part). You can not listen to the talk radio shows. You don’t have to pick up the prostitutes (indeed, prior to writing this I have never picked up a prostitue in game. Why would I?). You can avoid having a lap dance. But that doesn’t mean that these things aren’t there. And it doesn’t make the game not incredibly sexist.
I think the final point that I can make here is the games final joke. After the credits are done, you find yourself back with Trevor for one last mission. His mum has turned up and, within seconds, reduced him to a quivering, sobbing wreck. The last word the game has to say about Trevor, the lovable (to a point) psychopath, is that, really, it was all his mother’s fault. The only damaging female stereotype that they missed in the whole of the game, the iconic ‘Mrs Bates’, the smothering abusive mother, the put in as the games final laugh.
Yes, Grand Theft Auto V is a good game. But it is impossible to deny it also appears to be a game that hates women. It shows it in it’s characters, in it’s missions, in the game universe these all occur in, and in its advertising."
Carolyn Petit Said In Her Review For GameSpot: "GTA V has little room for women except to portray them as strippers, prostitutes, long-suffering wives, humorless girlfriends and goofy, new-age feminists we’re meant to laugh at. Characters constantly spout lines that glorify male sexuality while demeaning women, and the billboards and radio stations of the world reinforce this misogyny, with ads that equate manhood with sleek sports cars while encouraging women to purchase a fragrance that will make them “smell like a bitch.” Yes, these are exaggerations of misogynistic undercurrents in our own society, but not satirical ones. With nothing in the narrative to underscore how insane and wrong this is, all the game does is reinforce and celebrate sexism."

GTA V Controversy On The Morning Show:


In this video, the presenters of the morning show debate whether video games like GTA V are brainwashing our children into violence and killings, they talk about how this game allows its players to kill prostitutes, kill police, drink and drive and steal. They also discuss how its not just games that cause killers as many murderers have mental illnesses. They also talk about how parents need to take a stand and not allow their children to play these types of games.


Real Life Crimes Related To GTA V:

Refund Denied
On Tuesday, a Florida man with mental disabilities purchased a copy of “GTA 5” at a GameStop store in Delray Beach after reportedly saving for months for the $150 price of the store’s collector’s edition of the game, according to a police report obtained by the Smoking Gun. The man, Rohan Dawkins, left the store with the game he had so looked forward to buying, but Tommy Davis, 27, allegedly approached him and took a bag with the game inside away from Dawkins after asking him what time it was, the police report said.
Adele Jones, 25, then allegedly beat Dawkins, 21, and left him in the street before allegedly driving with Davis to a different GameStop location to get a refund for the game’s purchase price, but they were unable to do so, according to the police report.
The pair, who have four children, were caught by authorities who used surveillance footage from the video-game stores to help nab the suspects, the police report stated.
Fraudulent Fools
Meanwhile, the New York Police Department said three men allegedly posed as police officers to get to the front of a line of hundreds of people at the Staten Island Mall on Tuesday, according to the Staten Island Advance.
One of the suspects in the incident is actually an auxiliary police officer, while another is the son of a retired cop, but those facts didn’t cause them think twice about their purported plan, which included driving a car bought at an auction that court papers described as “an exact replica of an unmarked police vehicle” outfitted with lights and a siren, according to the Advance. Initially, they got away with the ruse as a security guard asked whether they wanted coffee.
The men were allegedly able to cut the line and get into the mall where they bought “Grand Theft Auto V” by virtue of their false identities as NYPD officers, police said. After they purchased the game, police said the trio left in their vehicle, but an undercover police officer saw them pull a U-turn and then followed the trio to one of their homes, where he pulled them over and discovered that they were not real cops.
The suspects -- all Staten Island residents identified as Matthew Kirsheh, 20, Frank Santanastaso, 19, and Kirolos Abdel Sayed, 19, in court documents -- were charged with one misdemeanor count of second-degree criminal impersonation each, which could result in a sentence of as long as a year behind bars, Richmond Country District Attorney Daniel M. Donovan Jr.’s office told the Advance.
GTA 5: fan stabbed and robbed of new video game
A Grand Theft Auto fan was hit with a brick, stabbed and robbed of the new computer game moments after queuing to buy it.
The 23-year-old was attacked as he made his way home from a supermarket in the early hours of this morning.
He had been to the Asda superstore in Colindale, North West London, for the worldwide release of the fifth version of the notoriously violent game at midnight.
A Scotland Yard spokesman said: "We were called at 1.20am to Princes Avenue, Colindale. A 23-year-old man was shopping, then on his way back home he was hit with a brick and stabbed.
"He was robbed of items he had bought from a nearby Asda supermarket, including a copy of Grand Theft Auto."
Police believe the attack was carried out by multiple suspects but said it remained unclear how many were responsible.


In this ABC news coverage, the morning news story is about a teen that was addicted to playing GTA V had been reacting missions from the game in real life, he stole a pick up truck and went on a dangerous joy ride in town. He stated to officers that caught him that "he had played the game all night and wanted to see if it was more fun in real life than in the game." he injured two females who were sent to hospital and destroyed parts of the city. ABC news also go on to say how kids may become more violent because of this game and goes on to describe how wrong the video game is.

GTA V Being Based On Real Life LA Gangs:
The Ballas and GSF have different elements of each gang in them, which makes them Bloods and Crips.
  • The Ballas have the following sets, Kilo Trays, Rollin Heights, and the Front Yard's. The Front Yard's are based on the Front Hood Crips in Compton, Kilo Trays are based on the 8-Trays, a Crip gang, and the Rollin Heights are based on the Rollin 60s, a Crip gang.
  • GSF has the following sets, Seville Blvd. Families and the Temple Drive families, which it has not been identified which set these are based off of, but with logic, I consider them to be Bloods sets. And furthermore, the GSF sets beef with each other, so they are not a whole gang, just like the actual Crips, who when they are not killing Bloods, Brims or Pirus, they also focus on killing in their own gang, if their not from the same set.
  • This never really did play out as an actual factor, but it might as well be put in as well. Sweet, the founder of GSF is still alive, one of the Bloods founders is still alive, T Rodgers. Whilst both of the Crips founders, Raymond Washington, and Stanley Tookie Williams are both dead.
  • Also, with the mention of colors, there is a Piru/Bloods set in Compton that wears green, as well as red (CHRISTMAS) And then to square it out, there is a Crips set in Watts Los Angeles, that wears purple, they are notably one of the largest, and first Crips sets to start.


Trevor is the first GTA character that makes sense:
(GamesRadar)

What sane person could ever identify with Trevor Phillips? He's a balding, creepy-eyed goon, liable to ruin a stranger's life if he doesn't outright kill them on the spot. Trevor's a modern-day Caligula, prone to violent outbursts in one moment and deviant sex acts in the next, oftentimes combining them into an extravaganza of obscene debauchery. He flies in the face of every Grand Theft Auto antihero that's come before him, what with his complete inability to control his hedonistic urges in the presence of criminal kingpins. And yet, in creating Trevor, Rockstar has finally crafted a character who's in line with the spirit of the GTA franchise.


Think about the way you play GTA--particularly the first time you ever laid hands on it. Did you purchase a car, drive on the right side of the road, and yield to pedestrians? No. You carjacked some poor schlub, then started doing 90mph on the sidewalk, mowing over civilians like weeds in a yard. People have a pattern to how they've christened every entry in the GTA series: find a save point, then wreak utter havoc. First, you shoot random civilians to gain some Wanted level. Then, perhaps after activating some GTA cheats, you murder the first-response cops that show up. You want to see how many Wanted stars you can rack up before you're finally shot down in a blaze of anarchic glory.



That's part of the freedom of GTA's sandbox: the power to be as notorious a criminal as you want. Problem is, no one would ever actually act like that--least of all GTA's protagonists. Niko Bellic's immigration was meant to wipe his moral slate clean. Tommy Vercetti wouldn't piss away his budding drug empire in a down-and-dirty firefight. Carl Johnson just wants to keep his friends and family in one piece. Claude Speed might be a psychopathic mute--but he's barely a character at all. So when story-progressing missions force us to perform horrible acts of violence, it doesn't feel plausible. There's a palpable disconnect between the words and actions of these street-smart up-and-comers. None of these characters could realistically have an honor-among-thieves conscious in a cutscene, then gun down hundreds of living people in the subsequent mission.


But as Trevor, it makes sense. He's a wildcard; a bipolar maniac that will act on any erratic emotion. After falling off the radar following GTA 5's opening vignette, we get the pleasure of reacquainting ourselves with Trevor when he's balls deep in another man's meth-addicted girlfriend. And what does Trevor do when said man gets upset at this affair? He stomps the guy's head into a pink paste with the heel of his boot. It's believable that Trevor would start a shootout on a whim--hence the various Rampage missions scattered throughout Los Santos. There's no behavioral dissonance when he runs over a bystander and doesn't care. He's the kind of lunatic who would crash his car at high speeds just for fun, laughing as he flies through the windshield and skids across the pavement. Everything you do while playing a GTA game lines up perfectly with Trevor's personality.





Compare him to Michael and Franklin. Sure, Michael is in definite need of some anger management--but in his heart, he's a level-headed family man who's addicted to the thrill of thievery. So why would he slaughter local policemen when they pull up to the scene of a heist? Franklin wants a better life for himself, even if it's funded by crime--but he's constantly criticizing Lamar's affinity for glorified gang violence. Michael and Franklin steal cars and shoot cops as the regrettable means to a morally defensible end. Trevor does these things because he feels like it.It took 16 years and 12 primary entries in the series, but Rockstar has at last created a character that aligns with the player's modus operandi. It's not that Rockstar thinks its audience is full of gnarly, deranged psychopaths--for satire on the gaming community, look no further than Michael's son Jimmy. Trevor's existence isn't a commentary on any group of people--he's just the first logical fit to the way people have been playing GTA games for the past decade. He lives like his actions have no consequences, because this is a game, and they actually don't.




Once you come to terms with that, you'll find that it's a lot easier to like Trevor. Yes, he's constantly abusing the only people that care about him--but he's the product of a rough childhood that left him with severe abandonment issues and an inclination to distrust anyone he meets. Trevor's always boasting that he's the only honest person in a place like Vinewood, and in some ways, he's right--he'll never hide behind a façade or be afraid to speak his mind. Trevor doesn't like bullies and phonies--and when he's not overcome by rage or high on methamphetamines, he really doesn't seem to like himself all that much either. He has the brain of a child and the neural synapses of a drug fiend, so forgive him for some destructive temper tantrums, indecent exposure, or unsolicited proclamations of true love every once in a while. Trevor just can't seem to help himself.So the next time you hire a hooker in a GTA game, then murder her post-coitus to get your money back, ask yourself: Does this make any sense? Would my character actually do this? As Trevor, the answer is yes. Anyone else is just the puppet of your morbid curiosity. A world full of Trevors would be an awful place to exist, full of barbarism and random acts of sodomy. But as one of the stars of a Grand Theft Auto game, Trevor's the perfect fit.

Book Titles:

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Video Gamers


Half-Real: Video Games Between Real Rules and Fictional Worlds


Theory:

Comments:
IGN 10/10
"Grand Theft Auto V is not only a preposterously enjoyable video game, but also an intelligent and sharp-tongued satire of contemporary America. It represents a refinement of everything that GTAIV brought to the table five years ago. It’s technically more accomplished in every conceivable way, but it’s also tremendously ambitious in its own right. No other world in video games comes close to this in size or scope, and there is sharp intelligence behind its sense of humour and gift for mayhem. It tells a compelling, unpredictable, and provocative story without ever letting it get in the way of your own self-directed adventures through San Andreas. It is one of the very best video games ever made."

The Guardian 5/5
"Set mostly within the glitzily superficial city of Los Santos, a warped mirror of Los Angeles, GTAV is a sprawling tale of criminal maniacs self-destructing on a blood-splattered career trajectory to hell... The genius of GTAV is in the sheer seductive force of its vision. The visuals are astonishing – just astonishing. Surely pushing this ageing hardware to the limits, we get the dense downtown with its soaring skyscrapers and murky, rubbish-strewn back alleys. But then out into the country, we have rolling grasslands and desert stretches, coyotes roaming, the shadows of eagles swooping overhead. The world drags you in. It begs you to explore – and then it rewards you. You feel every millimetre of the landscape has been thoughtfully handcrafted with the curious gamer in mind."

GamesRadar 5/5
"Throughout GTAV you'll swap between the trio, seeing San Andreas through the eyes of three wildly different personalities, each of whom brings their own breed of psychosis to one of the most exciting games of this generation... They're all exceptionally written, and play off of each other well. Instead of forcing one character to climb his way up his own slice of the criminal underworld, GTAV does a remarkable job of providing each with their own motivations, their own missions, and their own personas you'll come to love as you swap between them."

Media Representations 
Who is being represented? In what way? By whom?
California USA is the main representation of the game, mostly dominant in male representations and male being the dominant gender in the game Rockstar don't focus much on females other than them being dumb or sex objects. Rockstar also create funny, comical parodies of celebrities and institutions like Apple and Burger King by creating their own version iFruit and Burger Shot.

Why is the subject being represented in this way?
The main characters are represented as dominant people that kill, steal and control the large city of Los Santos, this is because they are made to be us, the players, ensuring that we are in their shoes. Therefore by making them dominant, it shoes that the player controls the game.

Is the representation fair and accurate? What opportunities exist for self-representation by the subject?
I feel that Rockstar may not be fair with its representations of the female gender, females make up 60% of the gaming industry, although GTA V is very popular, i feel that if GTA ever created a female character, it could push even more higher sales in the future.

Media Languages and Forms 
What are the denotative and connotative levels of meaning?
Denotation is the story of the game. Connotation is that we control what happens within the game.
What is the significance of the text’s connotations?
The players being able to control the game helps make it so unique and fun to play everyday. it leaves the game interesting and long lasting, unlike any other video games.

What are the non-verbal structures of meaning in the text (e.g. gesture, facial expression, positional communication, clothing, props etc)?
The game plays a heavy portrayol of the California lifestyle, it copies and creates a parody of how californians live, the beach, the bikinis, the food, the social networks, the advertising.

What is the significance of mise-en-scene/sets/settings (CLAMPS)?
The significance of all the mise en scene creates a more realistic city and atmosphere for players, keeping that realism intact makes it a high quality video game. Not many games are able to create such mise en scene in a game like the level GTA V do.

What are the dominant images and iconography, and what is their relevance to the major themes of the text?
GTA V marketed their game with posters of a female in a bikini on the beach, this female had no role in the game at all, her face didn't even appear in the game, they used the term "Sex Sells" and it worked.

What sound and visual techniques are used to convey meaning (e.g. camera positioning, editing; the ways that images and sounds are combined to convey meaning)?
All the cutscenes in the game is exactly like the camerawork you would find in a movie, match on action editing and cinematic focus, helps tell the story well and keep players engaged.

Narrative 
How is the narrative organised and structured?
The story of GTA V is structured just like a movie, the game contains many cut scenes and has loads of mise en scene that relates to the narrative. Its also very clever as in the beginning of the game you are given many clues to what's going to happen but gamers have no clue about what's going happen.

How is the audience positioned in relation to the narrative?
The audience are positioned to be a part of the narrative, their decisions change the result of the story and how the story evolves.

How are characters delineated? What is their narrative function? How are heroes and villains created?
The characters are a main part of the story, there are three main characters, in the world of GTA the characters are all full of sin, but it is up to the player on how evil or kind they want to act within the game.

What techniques of identification and alienation are employed?
The fact that the game runs around the three characters alienates all; the other characters, the game makes sure that we are in the protagonists shoes.

What is the role of such features as sound, music, iconography, genre, mise-en-scene, editing etc within the narrative?
The game plays a massive role in these concepts, the game has its own radio stations when driving around the city with radio hosts, the music, citizens, building and adverts help create this massive world to a even more realistic setting than it already is.

Genre 
To which genre does the text belong?
Video Game

What are the major generic conventions within the text?
Playing as three characters in a open sandbox game within a parody city of California.

What are the major iconographic features of the text?
The amount of violence and profanity in a video game.

What are the major generic themes?
Robberies, Drugs, Sex, Theft, Violence.

To what extent are the characters generically determined?
The characters are all determined to make a lot of money, they face a lot of problems when committing their crimes which change how their relationships build.

Does the text feature a star, a director, a writer etc who is strongly associated with the genre? What meanings and associations do they have?
The game features many parodies of celebrities and stars, although this franchise doesn't need any celebrity endorsement.

Media Institutions 
What is the institutional source of the text?
Rockstar Games

In what ways has the text been influenced or shaped by the institution which produced it?
Rockstar Games has always kept its role of creating the most realistic adult games filled with crime narratives and allows players to commit crimes, they will always stick to this method.

Is the source a public service or commercial institution? What difference does this make to the text?
The source is a commercial institution that has made a lot of profits, this means they are able to make the highest quality games of all time.

Who owns and controls the institution concerned and does this matter?
How has the text been distributed?
Rockstar owns all of GTA V, they distribute the game globally due to how popular.

Media Values and Ideology 
What are the major values, ideologies and assumptions underpinning the text or naturalised within it?
The main values and ideologies would be the free world and criticism of violence and drugs.

What criteria have been used for selecting the content presented?
The selection for content was that GTA V can control people with its power and ability to brainwash.

Media Audiences 
To whom is the text addressed? What is the target audience? (Demographics, Psychographics)
CDE Demographics, aimed for the youth but also adults due to its popularity and it being a old loyal franchise.

What assumptions about the audience’s characteristics are implicit within the text?
That if the youth play this game, they are more vulnerable to the game influencing them to things like crime, drugs and violence.

What assumptions about the audience are implicit in the text’s scheduling or positioning?
That one of the three protagonists, Trevor fits the role of the more average player, because he is crazy and does whatever he pleases.

In what conditions is the audience likely to receive the text? Does this impact upon the formal characteristics of the text?
The audience purchases the text, as its a video games, that means they decide how much they want to consume the text.

What do you know or can you assume about the likely size and constituency of the audience?
The size of the audience is huge, GTA broke records as it made $1billion dollars in 3 days, meaning that its the worlds most fastest selling product of entertainment ever.

What are the probable and possible audience readings of the text? 
Audiences may be able to feel influenced by the storyline of gta and feel that they may get away with all the crimes the protagonists commit.

What are the audience pleasures, uses or gratifications?  (Refer to theory).
Escapism, Entertainment, Diversion, Sexual Stimulation

How do you, as an audience member, read and evaluate the text? To what extent is your reading and evaluation influenced by your age, gender, background etc?
Personally, i enjoy playing the game as its a very realistic open world, it allows me to drive supercars i dream of driving and spend millions, it allows a great sense of diversion and escapism.