Tuesday, 5 January 2016

Critical Investigation Draft:

How and why do games like 'GTA V' negatively impact youth audiences?
“Yeah, whatever, dog. It's either this or dealing dimebags. The bullets come crackin' at yo ass either way. “

Grand Theft Auto 5 is one of the fastest selling pieces of entertainment ever. Within just 24 hours of its release on September 17th 2013, it made up to $800,000,000 in sales revenue, within three days it reached the $1,000,000,000 mark, breaking records worldwide. So what makes this video game so successful? Why is GTA one of the bestselling entertainment franchise to date? Well, GTA is known for its violence, sex, crime and drug style of narrative in its games. Its one of the first video games to have such adult themes in such realistic measures. Its a role playing game which isn't set in medieval times or in a galaxy far far away, it’s a game that is set in today’s world, which makes it unique and much more open and easier for players to escape into this graphical version of their world. Author, Jonathan Boulter said this about RPG games: “It is an event that may in fact be creating an entirely new kind of experience of the self.” It allows players to do what they please with what is given to them in the game, whether that may be mass murdering a bunch of civilians, killing a bunch of cops and gaining a five star wanted level, stealing millions from banks, breaking into and hot wiring supercars, purchasing properties and even taking your dog for a walk (or even being able to let him rip up civilians faces apart). The decision is endless. Although GTA games are certified as a 18+ (M) video game by PEGI (Pan European Games Information) there is still a very high number of children below that age consuming the negative entertainment that GTA V has to offer. During the week of release, a cashier at American video game store GameStop said that “Last week my store sold over a thousand copies of GTA V, at least a hundred of which were sold to parents for children who could barely even see over my counter.” With more and more youth gamers being able to play video games like GTA V, it can cause a growing threat to the minds of these children. Although, “sixty eight percent of gamers are above the age of 18.” Jonathan Boulter also said that “Game invites the player to create a self, a version of the self, a version that carries with it an extended version of the self in the real world.” Claiming that players that have virtual beings in a game may carry out these personas or characteristics into the real world, which is something that the youth are very venerable to. For example, a section from violent video game book; Grand Theft Childhood states: Darren had a tough time in school earlier that week. On Monday, a teacher had said something that embarrassed him in front of his classmates. When he went home that afternoon, he plugged in his video game console, loaded Grand Theft Auto 3, blew up a few cars and shot a half-dozen people, including a young blonde woman. When asked, Darren admits that the woman he killed in the game looked a lot like his teacher."

The GTA franchise has always been very controversial in the media. In the news, its always been represented to be negative and a serious threat to children, during the release of the video game many debates and interviews were produced by broadcast TV news. A lot of them were discussions whether the game should be banned due to the amount of violence and pornography the game has. Although movie director Quentin Tarintino once said "Violence is one of the most fun things to watch” and he isn't alone in that statement. Video games is a big industry, there are millions of games out there for people to play, violent video games are known to be the most popular but GTA is always caught in the controversy as it takes adult gaming to a whole new level, in the latest upgrade GTA V, players are now able to pick up prostitutes and perform various sex acts in game. Although what makes this worse is that players are then able to murder the prostitute after in order to collect their cash back. Reporter Mary Poust said that: ""The icing on this controversial cake is the ability players have to then gruesomely murder their prostitute and take back their money. Still not convinced that this game is not only bad for children but bad for adults and bad for women and bad for society?” In her article, Mary discusses how games like this can damage peoples mental health, she believes that if someone plays a game that is filled with killing, swearing, sex and drugs it will start to question what they believe is okay with real life. Although, for others what Mary is suggesting may just be a moral panic, this is because the age rating for this game is 18 plus, meaning that only adults should be playing the game, why children play the game is solely down to the parents of that child for buying them this video game, the more parents that buy this game for their child, the more it can affect society as children may change their perspective on the world due to the ideologies the game has.

Also, GTA may be known for its outrageous violence and sexual themes but one thing that is a common culture by Rockstar Games is the sense of misogyny and hatred to the female race within its games. Once again, GTA takes this one step higher just like its violence and profanity, GTA V has an incredible amount of sexism throughout playing the game. One of the first things that you will notice is that Rockstar games have produced over 15 Grand Theft Auto titles, within these titles there isn't a single female playable character. When the game was released, a feminist blog site reviewed the game, they're overall conclusion was that “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.” She also went on to describe the type of females that the game as: “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.” Also, it wasn't just feminist bloggers that covered this game and felt uncomfortable with how it represents women. A female gamer named Carolyn Petit from web gaming company Gamespot opened up to her feelings about the game, she made her own review and discussed strongly on how the representations and stereotypes that GTA V offer are highly negative and threatening to the female society. Her review caused a lot of controversy online, her review was published September 16th 2013, one day before the game was initially released, during this time period loads of other web gaming companies were publishing reviews too, but they were all positive about the game and didn't discuss any negatives. With Carolyn’s review, it was different; it was the first to discuss how sexist the game is and how negative the female stereotypes were. She stated that: "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.”  As GTA is played by millions of people worldwide, its stereotypes and ideologies are very dominant, they have a mass audience and are able to manipulate the consumers mind, this links to the hypodermic theory needle as GTA’s sexist views can be injected into the players’ minds, therefore they will begin to laugh and joke the same way that the game does. This can have a major effect on society and within the youth. "For younger children especially, games are a topic of conversation that allows them to build relationships with peers" As more and more kids begin to know what GTA is and start to play, they are much more vulnerable in listening to the negative views that GTA V offers. This can damage society as kids are able to take these views to the real world and can value females much more differently, they may see them as annoying, dumb, spoilt and sex objects, as these are the representations that Rockstar Games have produced.
Also, its seems to be that Rockstar enjoy the controversy that is made up about them, this is because in almost every successful GTA game they add in one scene or mission that breaks the limits of adult video gaming. For example, in 2004. There was the release of GTA: San Andreas , the reason why it was the bestselling game after GTA V is because of the amount of negative media coverage that was created during release, the reason for this was because Rockstar added a full on playable sex scene called “Hot Coffee”. This was one of the first games to ever include this and questioned whether it was allowed in gaming. Now, GTA V has created another mission that questions violence in video games. Players that are familiar to violent video games have commented on this mission by saying: “The torture scene in GTA V is pretty gruesome, even for a game.” and “Usually I'm not affected by the stuff in video games, but that torture scene in GTA V is really over the top. Hurts me to the breast!!“ This scene in the game was able to start another debate in media, something GTA is very likely to do when releasing another game. It seems to indicate how games are evolving more and more and that video games may actually be becoming even more violent than ever before. Also, "The dramatic increase in speed and graphic capability has allowed video game violence to be as realistic as ever before.” Although: “Blood splattered horror films constantly draw massive crowds, and action packed violent video games are among the best sellers.” Also, "Fourth graders reported that they're favourite video games were violent, (59% girls, 73% boys.)” Although kids shouldn't be playing GTA V, there’s still a vast amount of under 18s that consume the poison like entertainment that this game offers. The game requires that you torture this innocent man for no reason, that’s what made it so controversial. GTA has always been an open world game, meaning that the player can act how they want to, evil or bad. “Unlike movies, in which audiences bear passive witness to violent actions, video games require audience members to actively engage in and perpetrate violent actions.” It came down to players decisions on how brutal they want to act, but now for the first time, every player must direct this torture which is constructed to be very realistic and gruesome. When video games were first developing to be able to produce open world games, a scene like this wouldn't be regulated, but it goes to show how censorship and regulation in the gaming industry has evolved for this to be acceptable, although: “Most forms of media, from video games to DVDs, both rated by the British Board of Film Classification, give a specific age rating if their content is deemed unsuitable for everyone.” Firstly, the main character behind this interrogation is Trevor Phillips. When first being introduced to this character within the game, he kills someone with the bottom of his foot for no reason. He's the first character in GTA that allows players to go murder crazy and not feel guilty for it, because its something Trevor would do. But things like Trevor casually stamping someone to death is something us as players of this game wouldn't react to, its normal for us to see this in a GTA game. In the mission "By The Book" Trevor and the other protagonists (Michael & Franklin) are called out by the FIB (GTA version of the FBI) to extract information from a alleged captive MR K, who is entirely innocent. Mr K is tied up to a chair in a dark, abandoned, rusty garage. The room already looks like its been a place thats been used to torture people before. Next to this tied up innocent man is a table with enough instruments to create an orchestra of pain. Pliers, Car battery with clamps, a massive wrench and a gallon of water. As you're playing as Trevor, you already know what’s about to happen. When choosing the clamps, you clip them to Mr K's nipples and taze the man to unconsciousness. You could also kick his chair to the floor, cover his face with a cloth and suffocate him with a gallon of water. You can also fix a plier to his molars and wiggle the analogue stick until he has no teeth. Also, if you torture him too much for him to pass out or almost die, you can just stab him with a syringe of adrenaline to wake him up and continue the brutality. As you can see the amount of interaction the mission requires from its audience is more than the usual. "Video games are becoming more interactive, therefore becoming more physiologically impacting on youth.” What questions this mission is that there was no need for it, it doesn’t affect the in game story or mean anything to the game, Rockstar just created it to make this controversy and it may have been a marketing technique.

Work Cited:
Academic Books / Journals:
Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster. 
Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture. 
Gimpel, D. (2013). Violence in video games. 
Anderson, C., & Gentile, D. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press.  
Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield, England: Sheffield Academic Press. 
Parkin, S. (n.d.). Death by video game: Tales of obsession from the virtual frontline. 
 Wilson, C., & Rrez, F. (2003). Racism, sexism, and the media: The rise of class communication in multicultural America (3rd ed.). Thousand Oaks, Calif.: Sage Publications.
Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against TV, movie & video game violence. New York: Crown.
Gentile, D. (2003). Media violence and children: A complete guide for parents and professionals. Westport, CT: Praeger. 
Paradise, A. (2007). Trait aggression and style of video game play the effects of violent video game play on aggressive thoughts. 
World Wide Web:
Why GTA 5's most controversial mission may be unpleasant and repulsive but there is a message behind the degradation. (2013, September 17). Retrieved from http://www.mirror.co.uk/lifestyle/staying-in/video-games/gta-5s-most-controversial-mission-2279001
The Franklin Conspiracy: Why Gamers Decided The Police In "GTA V" Are Racist. (n.d.). Retrieved from http://www.buzzfeed.com/josephbernstein/the-franklin-conspiracy-why-gamers-decided-the-police-in-gt#.fuxzXKJQL8
Why GTA 5's most controversial mission may be unpleasant and repulsive but there is a message behind the degradation. (2013, September 17). Retrieved from http://www.mirror.co.uk/lifestyle/staying-in/video-games/gta-5s-most-controversial-mission-2279001
Grand Theft Auto V - A Feminist's Review. (2013, October 19). Retrieved from https://feministborgia.wordpress.com/2013/10/19/grand-theft-auto-v-a-feminists-review/
Documentaries:
Wood, J. (Writer), & Harris, O. (Director). (2015, September 15). The Gamechangers [Television broadcast]. In The Gamechangers. United Kingdom: BBC.
Works Consulted:
Rockstar Games, GTA V. (2013, September 17).
Confirmed: Grand Theft Auto 5 breaks 6 sales world records.
Boulter, J. (n.d.). Parables of the posthuman: Digital realities, gaming, and the player experience.
I Sold Too Many Copies of GTA V To Parents Who Didn't Give a Damn. (2013, September 23). Retrieved from http://kotaku.com/i-sold-too-many-copies-of-gta-v-to-parents-who-didnt-g-1371011511
Gimpel, D. (2013). Violence in video games.
Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster.
Tamborini, R., Weber, R., Bowman, N. D., Eden, A., Skalski, P., Tamborini, R., . . . Skalski, P.(2013). “Violence Is a Many-Splintered Thing”: The Importance of Realism, Justification, and Graphicness in Understanding Perceptions of and Preferences for Violent Films and Video Games. Projections, 7(1), 100-118.
Poust, M. D. (2014, November 19). It’s never okay to play Grand Theft Auto. Retrieved from http://www.notstrictlyspiritual.com/2014/11/never-okay-play-grand-theft-auto/
Grand Theft Auto V - A Feminist's Review. (2013, October 19). Retrieved from https://feministborgia.wordpress.com/2013/10/19/grand-theft-auto-v-a-feminists-review/
Petit, C. (2013, September 16). Grand Theft Auto V Review. Retrieved from http://www.gamespot.com/reviews/grand-theft-auto-v-review/1900-6414475/
@LekeApena Twitter. (2006, March 21). Retrieved from https://twitter.com/
@Locercus Twitter. (2006, March 21). Retrieved from https://twitter.com/
Anderson, C., & Gentile, D. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press.  
Censorship - The Debate. (n.d.). Media Magazine.

Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield, England: Sheffield Academic Press. 

Tuesday, 8 December 2015

Essay Introduction:

How and why do games like 'GTA V' negatively impact youth audiences?

Grand Theft Auto 5 is one of the fastest selling piece of entertainment ever. Within just 24 hours of its release on September 17th 2013, it made up to $800,000,000 in sales revenue, within three days it reached the $1,000,000,000 mark, breaking records worldwide. So what makes this video game so successful? Why is GTA one of the best selling entertainment franchise to date? Well, GTA is known for its violence, sex, crime and drug style of narrative in its games. Its one of the first video games to have such adult themes in such realistic measures. Its a role playing game which isn't set in medieval times or in a galaxy far far away, its a game that is set in todays world, which makes it unique and much more open and easier for players to escape into this graphical version of their world. It allows players to do what they please with what is given to them in the game, whether that may be mass murdering a bunch of civillians, killing a bunch of cops and gaining a five star wanted level, stealing millions from banks, breaking into and hot wiring supercars, purchasing properties and even taking your dog for a walk (or even being able to let him rip up civillians faces apart). The decision is endless. Although GTA games are certified as a 18+ (M) video game by PEGI (Pan European Games Information) there is still a very high number of children below that age consuming the negative entertainment that GTA V has to offer. During the week of release, a cashier at american video game store Gamestop said that “Last week my store sold over a thousand copies of GTA V, at least a hundred of which were sold to parents for children who could barely even see over my counter.” With more and more youth gamers being able to play video games like GTA V, it can cause a growing threat to the minds of these children.

Thursday, 3 December 2015

Essay Plan:

How and why do games like 'GTA V' negatively impact youth audiences?
Introduction:

  • Context on gaming, gaming before and now.
  • Introduce GTA V
  • GTA V Sales
  • What the essay will discuss, the affects of gaming.
  • Representations, Stereotypes & Moral Panics In Gaming.
  • Youth & Gaming
How The Game Is Viewed & Portrayed:
  • The Violence In Game, News Reports, Articles
  • Amount Of Violence In Games, Sales
  • Moral Panic
GTA V Feminism:
  • Representations of female.
  • Negative stereotypes portrait.
  • California reproduction.
  • Advertisements, Radio.
  • How it can impact youth gamers.
Textual Analysis: By The Book:
  • Controversy, terrorism in a game.
  • Viewers reception, mostly negative.
  • Gamers left uncomfortable.
  • Intense Violence.
  • Must complete to progress in game.
Other Games:
  • Call Of Duty
  • Saints Row
  • Mortal Kombat
  • Gamers may understand but the public may not, combat simulators, train us to kill.
Conclusion:
  • Is the game as bad as it is
  • Can it damage society
  • Can it really affect the youth in a severe way?


Tuesday, 1 December 2015

Historical Text: Mortal Kombat


How society and the issue you are investigating has changed over the years and how these changes are reflected in different media texts, or - to put it another way...
Over the years the question whether gaming was able to change society probably wasn't even in anyones minds. I don't think anyone would've thought how powerful and massive the gaming industry would've turned out to be now, in 1992. Mortal Kombat was one of the first games that involved violence in gaming, it had graphics of blood and brutal fatalities. It had a great reception, gamers loved it as it was addicting and fun to play, the violence made it more exciting but i don't think gaming like this would've caused motivation for murders and crimes. Now as the gaming industry is so massive, it has a mass audience, and a high number of this audience are children, these kids are still able to access over 18 games and it can damage their mind set.

How popular culture reflects the 'spirit of the age' or Zeitgeist.
The spirit of the age at this time was arcade gaming, games like Mario and Nintendo were in fashion and multi-player games was a method of socialising with friends. Mortal Kombat was a competitor for Street Fighter, which had the same button scheme and controls although Mortal Kombat had more of a violent side to the game.

How is it similar/different to your main text?
This text is very different due to how technology has changed over time, the way graphics and gaming has changed is incredible, gaming has become virtual reality with simulators costing £100,000,000 that allow you to feel the game. A game like Mortal Kombat would cost a couple thousand to make, GTA V cost around £200,000,000 to make.

How does this show how the genre/society/issue has changed?
This shows how the change of technology can change society and can make the youth much different. Now, kids can play with their friends at home on line rather than going out and socialising with them. This can seriously affect the social skills of the youth in today society and can question whether gaming is beneficial or not. Also, now that more and more games are violent it shows how we are becoming more and more desensitised, violence in video games is becoming more and more normal and is the best way games are able to sell and become successful.

Wednesday, 25 November 2015

Academic research and bibliography

GRAND THEFT CHILDHOOD
Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster. 


"Darren had a tough time in school earlier that week. On Monday, a teacher had said something that embarrassed him in front of his classmates. When he went home that afternoon, he plugged in his video game console, loaded Grand Theft Auto 3, blew up a few cars and shot a half-dozen people, including a young blonde woman. When asked, Darren admits that the woman he killed in the game looked a lot like his teacher." CHAPTER 1, PAGE 1.

Columbine High School shooters Dylan Harris and Eric Klebold were avid computer gamers. According to psychologists Craig Anderson and Karen Dill, "One possible contributing factor is violent video games. Harris and Klebold enjoyed playing the bloody shoot-em-up video game Doom, a game licensed by the US Army to train soldiers to effectively kill." CHAPTER 1, PAGE 2.

"It's unlikely that Harris and Klebold's interest in violent videogames or other violent media played any significant role in their actions. An FBI investigation concluded that Klebold was significantly depressed and suicidal, and Harris was a sociopath." CHAPTER 1, PAGE 4.

 "Young game players are socially isolated and unable to form interpersonal relationships." CHAPTER 1, PAGE 2.

"Video games that are rated "T" ("suitable for ages 13 and older") are less likely to desensitize a child to real-world violence than video games that are rated "M" ("suitable for ages 17 and older"). "CHAPTER 1, PAGE 2.

 "Much of the information in the popular press about the effects of violent video games is wrong." CHAPTER 1, PAGE 3.

"For younger children especially, games are a topic of conversation that allows them to build relationships with peers" CHAPTER 1, PAGE 5.

"Also, those games in which the player is rewarded with extra points for avoiding a violent confrontation (e.g., the SWAT series) are given the same "M" rating as those games in which the player is given extra points for piling up virtual corpses." CHAPTER 1, PAGE 7.

This book is relevant to my case study as it shows a balanced argument of video games and the impact it has on children. It also speaks a lot about how the press and how news institutions always have a negative against side on video games and how they talk lies about video games.

GAMING AT THE EDGE
 Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture



"it never really occurred to me that gaming was something only a certain type of person did. In fact, it was only in my adult life that I heard people talking about the heterosexual, white, cisgendered male gamer as the norm”

"In Grand Theft Auto, it is used to construct a “credible” gangster fantasy, in Resident Evil 5, to paint a “realistic” picture of Africa. While these examples have been heavily contested as particularly “bad” representations of racial minorities"

"Games are absorbing, but in order to do that identification isn’t required” 

This book is relevant to my case study as it is almost like a audience study on gamers. Adrienne Shaw argues that video game players experience race, gender, and sexuality. Overall revealing how representation comes to matter to participants and considering the high stakes in politics of representation debates.

VIOLENCE IN VIDEO GAMES
Gimpel, D. (2013). Violence in video games



           

This book links to my case study as it has a lot of real life information of incidents that have occurred within video game violence, also speaks on how genuine they may be and how the news blame video games when really the killers are deranged and depressed teens.


VIOLENT VIDEO GAME EFFECTS ON CHILDREN AND ADOLESCENTS
Anderson, C., & Gentile, D. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press.  


"Characters make players feel like they are them, shooting and hunting down players to kill."

"The dramatic increase in speed and graphic capability has allowed video game violence to be as realistic as ever before."

"Fourth graders reported that they're favourite video games were violent, (59% girls, 73% boys.)"

This book goes into detail within popular violent video games and how they can affect young children in the long run. It also speaks on how easy it is for children to buy violent video games. The writers also question a lot of school shootings that have taken place in the past and gives details on how video games may not be the blame for these disastrous shootings.


THE EFFECTS OF VIDEO GAMES ON CHILDREN: 
Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield, England: Sheffield Academic Press. 


"Video games are becoming more interactive, therefore becoming more physiologically impacting on youth."
"Proponents of video games have been viewed to be a source of learning as well as entertainment."
"Mastering games can boost a child's self esteem"

This book relates to my case study as it goes into detail about the hypodermic needle theory and how video game violence is affecting our young children. Also how kids that play games early start to think how the games do on topics like, sexuality, race, violence, money and women. It will teach kids what the normal will be but video games will teach the wrong things.

 Death By Video Games:
Parkin, S. (n.d.). Death by video game: Tales of obsession from the virtual frontline


This book is about video game addiction and how there have been many cases of death by playing video games, shows how this industry is massive and can have a massive impact on people.


RACISM, SEXISM AND THE MEDIA:
 Wilson, C., & Rrez, F. (2003). Racism, sexism, and the media: The rise of class communication in multicultural America (3rd ed.). Thousand Oaks, Calif.: Sage Publications.

This book relates to my case study, as it goes into detail about how the media puts racist and sexist views into our minds without us even knowing, We care so much about the entertainment that we don't realise what's being portrayed. It doesn't go into too much detail with video gaming but it does have a few pages on it. But over all it will help.


STOP TEACHING OUR KIDS TO KILL:
Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against TV, movie & video game violence. New York: Crown.



This book goes into detail about how video games are becoming much more realistic on shooters and other violent games. Also discusses how movies and TV shows are becoming much more violent and this can have a bad impact on society and for our kids of this generation.



 MEDIA VIOLENCE AND CHILDREN:
Gentile, D. (2003). Media violence and children: A complete guide for parents and professionals. Westport, CT: Praeger. 




TRAIT AGGRESSION AND STYLE OF VIDEO GAME PLAY:
 Paradise, A. (2007). Trait aggression and style of video game play the effects of violent video game play on aggressive thoughts






BIBLIOGRAPHY:

World Wide Web:
Why GTA 5's most controversial mission may be unpleasant and repulsive but there is a message behind the degradation:
http://www.mirror.co.uk/lifestyle/staying-in/video-games/gta-5s-most-controversial-mission-2279001

GTA 5: the violence debate
http://www.telegraph.co.uk/technology/video-games/10312420/GTA-5-the-violence-debate.html

The Franklin Conspiracy: Why Gamers Decided The Police In “GTA V” Are Racisthttp://www.buzzfeed.com/josephbernstein/the-franklin-conspiracy-why-gamers-decided-the-police-in-gt#.fuxzXKJQL8

Why GTA 5's most controversial mission may be unpleasant and repulsive but there is a message behind the degradation

http://www.mirror.co.uk/lifestyle/staying-in/video-games/gta-5s-most-controversial-mission-2279001

Mary Poust discusses the video game, Grand Theft Auto, whose latest ‘upgrade’ allows kids to have sex with and kill prostitutes, and concludes that we should not be playing or supporting these games. http://goodmenproject.com/ethics-values/mkdn-never-play-gta/

GTA 5 review: Satire, parody - and gameplay to show Rockstar have cracked combat in breathtaking Grand Theft Auto V

Documentaries:

BBC - THE GAME CHANGERS - TUESDAY 15TH SEPTEMBER 2015
Horizon, 2014-2015, Are Video Games Really That Bad?

Books / Magazines:

Trails and teasers: Marketing GTAV

Media Magazine 40: Play, Pleasure & Panics.

Censorship - the debate

Why audiences REALLY play video games?(MM40)

Ideas About Story Telling, The Narrative Structures Of GTA Vice City & La Noire: (MM 44)
GRAND THEFT CHILDHOOD
Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster. 

GAMING AT THE EDGE
 Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture

VIOLENCE IN VIDEO GAMES
Gimpel, D. (2013). Violence in video games

VIOLENT VIDEO GAME EFFECTS ON CHILDREN AND ADOLESCENTS
Anderson, C., & Gentile, D. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press. 

THE EFFECTS OF VIDEO GAMES ON CHILDREN: 
Gunter, B. (1998). The effects of video games on children: The myth unmasked. Sheffield, England: Sheffield Academic Press.

Death By Video Games:
Parkin, S. (n.d.). Death by video game: Tales of obsession from the virtual frontline

RACISM, SEXISM AND THE MEDIA:
 Wilson, C., & Rrez, F. (2003). Racism, sexism, and the media: The rise of class communication in multicultural America (3rd ed.). Thousand Oaks, Calif.: Sage Publications.

STOP TEACHING OUR KIDS TO KILL:
Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against TV, movie & video game violence. New York: Crown.

MEDIA VIOLENCE AND CHILDREN:
Gentile, D. (2003). Media violence and children: A complete guide for parents and professionals. Westport, CT: Praeger.

 MEDIA VIOLENCE AND CHILDREN:
Gentile, D. (2003). Media violence and children: A complete guide for parents and professionals. Westport, CT: Praeger. 

TRAIT AGGRESSION AND STYLE OF VIDEO GAME PLAY:
 Paradise, A. (2007). Trait aggression and style of video game play the effects of violent video game play on aggressive thoughts


Tuesday, 17 November 2015

TASK #1 TEXTUAL ANALYSIS


Grand Theft Auto 5 is the most up to date instalment from the top selling video game franchise. Rockstar games have always been the centre of attention when it comes to controversy in the media entertainment industry. This is because Grand Theft Auto is a one of a kind open world adult game which features a ton of violence, drugs, sex, money and swearing more than any other video game created. Each addition in the block buster franchise has always had a scene / mission that catches a lot of attention in the media. For example, one of the other most successful GTA's: San Andreas, it featured a fully animated game play scenario which allowed players to have sex within the game. The creators removed the scene from the game before release, but a group of hackers still managed to publish the locked codes. The reason why it was removed was because Rockstar didn't want San Andreas to be a 18 rated game, thinking it would affect sales as many younger consumers enjoyed their game. As the game then had to be changed to a 18 after the hackers exposed rockstar, it didn't affect sales, and it still became one of the most high selling pieces of entertainment to date.

September 17, 2013. GTA V was released to the public after years of anticipation. After just three days, the game reached a sales revenue of $1,000,000,000. It broke a number of records and still hasn't been beaten for the fastest / highest grossing entertainment product in history. So what did Rockstar decide to add into this version of the franchise that could cause a stir? The 25th mission of the storyline "By The Book". Heres what people that own the game had to say about this mission:









This scene in the game was able to start another debate in media, something GTA is very likely to do when releasing another game. It seems to indicate how games are evolving more and more and that video games may actually be becoming even more violent than ever before. Although kids shouldn't be playing GTA V, theres still a vast amount of under 18s that consume the poison like entertainment that this game offers. The game REQUIRES that you torture this innocent man for no reason, thats what made it so controversial. GTA has always been an open world game, meaning that the player can act how they want to, evil or bad. It came down to players decisions on how brutal they want to act, but now for the first time, every player must direct this torture which is constructed to be very realistic and gruesome.  I reckon that when video games were first developing to be able to produce open world games, a scene like this wouldn't be regulated, but it goes to show how censorship and regulation in the gaming industry has evolved for this to be acceptable.

Lets take a deeper look into how Rockstar have created this mission as a whole. Firstly, the main character behind this interrogation is Trevor Phillips. When first being introduced to this character within the game, he kills someone with the bottom of his foot for no reason. He's the first character in GTA that allows players to go murder crazy and not feel guilty for it, because its something Trevor would do. But things like Trevor casually stamping someone to death is something us as players of this game wouldn't react to, its normal for us to see this in a GTA game. In the mission "By The Book" Trevor and the other protagonists (Michael & Franklin) are called out by the FIB (GTA version of the FBI) to extract information from a alleged captive MR K, who is entirely innocent. Mr K is tied up to a chair in a dark, abandoned, rusty garage. The room already looks like its been a place thats been used to torture people before. Next to this tied up innocent man is a table with enough instruments to create an orchestra of pain. Pliers, Car battery with clamps, a massive wrench and a gallon of water. As you're playing as trevor, you already know whats about to happen. When choosing the clamps, you clip them to Mr K's nipples and taze the man to un consciousness. You could also kick his chair to the floor, cover his face with a cloth and suffocate him with a gallon of water. You can also fix a plier to his molars and wiggle the analogue stick until he has no teeth. Also, if you torture him too much for him to pass out or almost die, you can just stab him with a syringe of adrenaline to wake him up and continue the brutality.

The thing is, this mission doesn't even play a major part to the plot of the game, rockstar just inserted this pointless mission into the game because they can and because they know it will cause a debate within the media. Bad news is good news. Despite what the media say they will still gain even more acknowledgement for the game they have created.



Grand Theft Auto 5 has always been regarded as a game that is very misogynic, the treatment for women in the top selling franchise is something that has always been negative and actually quite harsh. Now, GTA V is set in Los Santos, the twisted rockstar version of Los Angeles. "Nearly all the characters in Los Santos are portrayed as awful people, women are shallow and sidelined, and the men front-and-centre are heartless, psychotic, money-obsessed, philandering bastards" - Tom Hoggins, Video Games Editor

In GTA V, we finally have some main characters to the plot which are female. That being; Amanda De Santa & Tracey De Santa. The wife and daughter of 1/3 protagonists Michael De Santa. The first time we ever come across these two in the game we see them arguing. The daughter Tracey is arguing with her mother, Amanda about how she's not allowed to invite boys over to her house. We then see Michael enter his pool garden, trying to relax by attempting to ignore the nagging and annoying voice of her Daughter. Throughout the game, the creators of the game have scripted these two characters to become more and more slutty and skanky as possible as you progress through the game. Tracey aspires to become a successful pornstar and Amanda cheats on Michael many times with the families tennis coach and yoga instructor. Tracey is also represented to be extremely dumb and dopey, she enforces the stereotype of the rich blonde daughters of California. Lets not forget the fact that rockstar also stuck a tattoo on her back which writes: "Skank".

There is also a set of missions in the game that are designed to be played with Franklin. In these missions you buddy up with a paparazzi and you scout through Los Santos trying to capture as much negative footage of local celebrities as you can. In the mission above, you sneak into a teen actresses mansion and catch her in the act. The paparazzi goes on to say how she's represented to be a local sweetheart and that she's such a blessing and a cutie. But behind the cameras she's actually a "skank" as what rockstar would say.

This mission enforces how cruel GTA is towards females and how the sandbox of Los Santos is constructed to hate on women. The in game radio presenters constantly make harsh jokes on girls and are always hating on them. Lets not forget that the in game world of advertising has a fragrance targeted for females which has the slogan 'Smell Like A Bitch". This GTA is also the first one which has more than one playable character, and not one is female.

Thursday, 12 November 2015

Media Magazine Conference Recap:

Bill Thompson:

Technology Expert....

Benefits:
  1. Connection
  2. Information
  3. Voices in your head
  4. Political action
  5. Campaigning
  6. Financial reward
  7. Games
  8. Learning
  9. Friendship
Disadvantages:
  1. Bullying
  2. Unwanted porn
  3. Images of child sexual abuse
  4. Extremism
  5. Abuse
  6. Scams and rip off's
  7. Fraud
  8. Conspiracy theories
  9. The Dark Web

Natalie Fenton:

The Power Of Media...

Media Controls The Power Over:
  1. Media content
  2. Audiences
  3. Journalists
  4. Government
It Also Has The Power To:
  1. Censor
  2. Mislead
  3. Set the agenda

Rob Watson

Film Producer...

What Do Film Producers Do?
  1. You're The Boss
  2. Hire People
  3. Financial Control
  4. Marketing
  5. Finding Material
  6. Choosing Cast
  7. Have The Full View On Production And Post Production
Where Do Movie Plots Come From?
  1. Musical Adaptations
  2. Play Adaptations
  3. Book Adaptations
  4. Personal Life
  5. Random

Jenny Grahame

Murdered By My Boyfriend...

  1. Script Was From A True Story
  2. Took A Lot Of Research And Planning To Create Script
  3. Visited Many Families Affected By Relatives Murdered Due To Domestic Violence
  4. Writing Changes When Being Filmed
  5. Directors Choose How Everything Will Look.

Owen Jones

Democracy & Politics...

  1.  Society Doesn't Make Sense
  2. The Rich Control Everything
  3. Only 4 Of The Richest People Continue To Make The Most Money Every Year.
  4. Young People Punished To Educate
  5. Too Many Middle Classed Journalists, They Don't Understand The Working Class.