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PIXELS AND

PREJUDICE
Understanding the Societal
Impact of
Grand Theft Auto

Submitted by:
Anurag Gupta (2020101019)
Manav Chaudhary (2021121003)

Submitted To:
Dr. Radhika Krishnan
Index
1.Introduction
2. Acknowledgements
3. Literature Review
4. Impact
a. Understanding Biases and Controversies
5. Notable Sociologists
a. Jacques Ellul
b. Lewis Mumford
i. Purposeless Materialism in GTA
c. Social Constructivism v/s Technological
Determinism
d. Shoshana Zuboff’s Surveillance Capitalism
i. Instrumentarianism in GTA
e. Manuel Castells Network Society
f. Langdon Winner
6. GTA as a feedback loop
7. Conclusion
8. Bibliography
Introduction
Grand Theft Auto (GTA), a widely recognized and controversial video game
franchise, has had a significant impact on popular culture since its first installment
was released in the year 1997. Developed by Rockstar Games, the game provides
players with a realistic experience of criminal life, exploring themes of
power, corruption, and social commentary. The Entertainment Software
Rating Board (ESRB) rates GTA as "M," intended for players aged 17 and up. The
game franchise has been highly successful, with more than 25 million copies sold
for GTA 4 and generating over $500 million in worldwide revenue within a week of
release. The latest installment, GTA 5, generated over US$815 million in worldwide
revenue within 24 hours of release, becoming the second best-selling game of all
time.

We chose to focus on GTA in our project because of its polarizing popularity and
the societal impact it has had. The game's intended purpose is to provide players
with a vast open-world environment to explore and interact with. The game is
designed to offer players an immersive experience where they can engage
in a wide range of activities, from driving and shooting to buying properties and
interacting with non-playable characters. The game's design is centered around
the concept of player agency, giving players a great degree of freedom to
shape their experience within the game world.

Technology plays a crucial role in facilitating the design and execution of the
game. The use of advanced graphics and programming tools enables the creation
of highly detailed and realistic virtual environments. The game's physics engine
allows for realistic vehicle and character movements, while the AI systems enable
non-playable characters to behave in a lifelike manner. The game's online mode,
which allows for multiplayer interaction, is made possible by advanced networking
technologies.
Overall, GTA provides an excellent opportunity to examine how video
games can shape society and impact various groups of people, including
players and non-players alike. In this report, we aim to analyze the societal impact
of GTA by exploring the game's themes, gameplay mechanics, and reception
among different groups of people.

Literature Review
Since the game is rated for adult audiences but the major audience for the game
are impressionable adolescents, there exists no tangible literature on the impact
of the game on the minds of children explicitly due to ethical concern.
Throughout this project, we try to relate various Science, Technology and Society
frameworks and the frameworks suggested by various famous authors like
Jacques Ellul, Lewis Mumford, Shoshana Zuboff, Manuel Castell and Langdon
Winner etc.

Impact
The societal impact of GTA has been significant, with various stakeholders being
affected by the game's content and influence. One of the most significant impacts
has been on gamers themselves, who have been exposed to the game's
themes of violence, crime, and sexuality. While some argue that the game's
content is harmless and merely provides entertainment, others believe that it can
have negative effects on players' mental health and behavior.

Academicians have conducted research studies to analyze the impact of GTA on


individuals and communities. These studies have shown that playing violent video
games, such as GTA, can lead to increased aggression, desensitization to
violence, and decreased empathy. However, other studies have suggested
that the effects of video games on individuals are complex and depend on various
factors, such as the player's personality, age, and environment.

Game developers have a responsibility to ensure that the game aligns with
social and ethical values. While GTA provides players with a realistic experience of
criminal life, it is essential to ensure that the game does not promote violence,
discrimination, or offensive content. Developers need to take appropriate
measures to mitigate any negative impacts that may arise from the game's
use.
Governments also have a responsibility to regulate the gaming industry and
ensure that games comply with ethical and moral standards. Governments can
implement policies and regulations to ensure that the game is not offensive
or harmful to individuals or communities.

Media outlets have a significant influence on the public perception of the


game and the gaming industry as a whole. They can highlight the positive aspects
of the game, such as its entertainment value, while also shedding light on any
negative impacts that may arise from its use.

Finally, activists can raise awareness about any issues related to the game and its
impact on individuals and communities. They can pressure the government and
game developers to take appropriate measures to address any concerns raised.

GTA's impact on society is complex and multifaceted, affecting various


stakeholders in different ways. It is crucial to consider the game's content and
influence carefully and ensure that it aligns with social and ethical values.

Understanding the Biases/Controversies


In this section, we will analyze the biases and controversies surrounding the use of
technology in GTA. Biases can have both unintentional and intentional effects on
the game's content and its impact on individuals and society. Controversies, on
the other hand, consider the arguments for and against the use of the game,
including any ethical or moral concerns that may arise. We will explore the
theories of various theorists and examine the different perspectives on this
complex issue.
Jacques Ellul
Ellul's theory of technique suggests that technology is not under human
control and is inherently mechanistic, focused on efficiency. In the case of GTA,
the game promotes a culture of violence and criminality, where players are
rewarded for engaging in illegal activities such as theft and murder. This reinforces
Ellul's argument that technology shapes society by altering the values of
individuals. The game's open-world design and emphasis on player agency
could create a sense of empowerment and autonomy that could disconnect
players from the real-world consequences of their actions, which could lead to a
false sense of control and alienation from society. Ellul also argued that
technology promotes a culture of conformity, where individuals are encouraged
to adopt the latest technological innovations without questioning their impact on
society. This could lead to the uncritical acceptance of GTA and other violent
video games, despite their potential negative impact on society. The game's
portrayal of women and minorities reinforces societal prejudices and
inequalities, reflecting Ellul's view that technology is shaped and influenced by
social structures and power dynamics.
Lewis Mumford
Lewis Mumford believed that technology had the power to shape society and that
the direction of technological development was shaped by social and cultural
values.
The development of GTA games can also be seen as a reflection of societal values
and norms, such as the glorification of violence and crime. Mumford would likely
argue that the development of GTA games should be guided by a sense of social
responsibility and a commitment to the common good, rather than profit or other
narrow interests.

Mumford would also contend that it is not appropriate to restrict the use of
technology, in this case a video game, to the entertainment business or other
interested parties. The demands and preferences of the community should
instead guide the creation and application of technology. This may imply that
GTA's creators should think about how the game might affect society and take
steps to lessen any unfavorable impacts.

The Curious Case of Purposeless Materialism


According to Lewis Mumford, "purposeless materialism" refers to the notion that
technology is frequently built without a clear goal in mind or taking society's
needs into account. This may be observed in the instance of GTA, where the game
places a strong emphasis on violence and criminal activity without giving much
thought to the effects or message it may be conveying to players.

Mumford expressed concern about the dehumanizing impacts of technology and


made the case that it might result in a loss of social cohesion and moral principles.
When it comes to GTA, the game's emphasis on violence and criminal activity can
be perceived as encouraging an individualistic and selfish culture that may
weaken social ties and morals.

Mumford also thought that technology development should be done in a way that
is sustainable and promotes human wellbeing. In the instance of GTA, the game's
emphasis on crime and violence may not be tenable in the long run since it could
foster a climate of mistrust and fear.
Social Constructivism v/s Technological Determinism

On the one hand, social constructivists contend that the relevance and meaning of
GTA are socially produced by interactions between the game and its players rather
than inherent in the game itself. This viewpoint places special emphasis on how
social structures and human agency shape how technology affects society. Social
constructivists, for instance, would contend that cultural norms, political
ideologies, and economic systems all have an impact on how GTA affects society.

Contrarily, technical determinists contend that the kind of technology and the
ways in which it is created and applied determines how GTA affects society. This
viewpoint places a strong emphasis on how technology shapes social institutions
and cultural values. For instance, technical determinists can claim that GTA's
design upholds negative social norms by reinforcing existing cultural values
associated with sexuality and violence.
Shoshana Zuboff’s Surveillance Capitalism
surveillance capitalism refers to the practice of monetizing personal data collected
through surveillance technologies
By gathering information on players' behaviour and exploiting it to customise their
experience within the game, GTA games practise a sort of surveillance capitalism.
For instance, the game might keep track of a player's preferred weapons or
vehicles and use that information to recommend new things for them to buy or
objectives to do.
Additionally, GTA games include in-game promotions and product placements
that are precisely targeted to players based on their personal information. These
commercials support consumerist ideals and habits, which are a key component
of surveillance capitalism, in addition to increasing the game's revenue.

Instrumentarianism in GTA
According to the notion of instrumentarianism, technology has the ability to
influence social structure and human behaviour. It might be argued that the
technology of GTA games, such as the aesthetics, AI, and game mechanics, has
influenced player behaviour and social interactions within the game.

For instance, the game's freedom of choice and open-world nature let players
carry out actions like driving, shooting, and committing crimes. Due to their
freedom of choice, players might engage in actions they might not ordinarily think
to perform in real life. The technology used in the game also fosters a sense of
immersion and realism, which may affect how players view crime and violence.

The social structure of the game has also been influenced by the game's
technology. Players can, for instance, create online groups and take part in a
range of in-game events including races, heists, and missions. The technology of
the game facilitates these social interactions, which have created social
conventions and practises within the game.
Manuel Castells’ Network Society
Network society refers to the emergence of a new social structure that is
characterized by the pervasive use of information and communication
technologies and the formation of global networks.

We can see how this theory applies to the GTA games' representation of a
globalised criminal underworld that functions via complex networks of power and
influence.

Players continually receive updates and alerts about new missions, objectives, and
other significant occurrences, which is a feature of the game's environment. The
game's use of network technology, which enable players to easily connect and
engage with one another in a globalised digital environment, allows for this
ongoing flow of information.
The intricate interplay of power and influence that exists inside these networks
also has an impact on the game's universe. In order to become influential figures
in the game's criminal underworld, players must continuously traverse a
complicated web of alliances, rivalries, and disputes. This is evident in how several
criminal organisations, each with its own distinct hierarchy and power structure,
are portrayed in the game.
Langdon Winner
When analysing the Grand Theft Auto (GTA) series, Winner's theory is especially
pertinent because it shows the political and social ramifications of the game. The
Grand Theft Auto video games have significant social and political ramifications in
addition to being entertainment items.

There are several approaches to analyse the GTA games using Winner's theory.
For instance, Winner would contend that social and political issues, such as the
economic demands of the gaming business and the cultural norms of the society
in which they are generated, influence the development of the GTA games.
Winner would also contend that the GTA video games are not objective works of
art, but rather have political and social ramifications that must be taken into
account.
GTA as a Feedback Loop

The process through which the game reinforces and maintains existing cultural
preconceptions and biases, which are subsequently internalised and reinforced by
players, producing a self-perpetuating cycle, is described as the feedback loop of
stereotypes in GTA.

This feedback cycle starts with the game's conception, which bases its characters,
plots, and settings on preexisting cultural prejudices and biases. These
preconceptions and stereotypes may have been purposefully or unintentionally
put into the game by its creators, or they may have arisen as a result of more
general societal presumptions and biases.

After the game is released, users interact with it and internalise how race, gender,
and other social categories are represented. As gamers may grow to accept these
representations as accurate or conventional, this might reinforce existing
preconceptions and biases. Players may also bring their own preconceptions and
biases to the game, which could serve to further reinforce stereotypes and biases.

Players may act on these views in the actual world as a result of internalising
stereotypes and biases, which feeds the stereotypes and biases feedback loop.
Players who have internalised racial preconceptions from the game, for instance,
may be more inclined to act discriminatorily in real life.
Conclusions
The social effects of GTA emphasise the nuanced and frequently controversial link
between technology and behaviour. The game offered a venue for fun and
discovery, but it also reinforced unfavourable preconceptions and helped make
crime and violence more commonplace. As a result, it is crucial to think about how
technology will affect society and to ensure that it is utilised responsibly and with
the right safety measures in place to prevent harm.

The process through which the game reinforces and perpetuates existing cultural
preconceptions and biases, which are subsequently internalised and reinforced by
players, can be described as the feedback loop of stereotypes in GTA.

This feedback cycle starts with the game's conception, which bases its characters,
plots, and settings on preexisting cultural prejudices and biases. These
preconceptions and stereotypes may have been purposefully or unintentionally
put into the game by its creators, or they may have arisen as a result of more
general societal presumptions and biases.

After the game is published, users interact with it and internalise how race,
gender, and other social categories are represented. As gamers may grow to
accept these representations as realistic or conventional, this might reinforce
existing preconceptions and biases. Players may also bring their own
preconceptions and biases to the game, which might serve to further reinforce
stereotypes and biases.

Players may act on these views in the actual world as a result of internalising
stereotypes and biases, which feeds the stereotypes and biases feedback loop.
Players who have internalised racial preconceptions from the game, for instance,
may be more inclined to act discriminatorily in real life.

The formation and reinforcement of cultural prejudices through the game's design
and player participation, as well as their possible influence on behaviour in real life,
are all part of the complicated feedback loop of stereotypes in Grand Theft Auto.
Bibliography

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ml

● https://www.desiblitz.com/content/what-if-grand-theft-auto-went-to-india
● https://www.lifestyleasia.com/ind/tech/grand-theft-auto-story-gta-v-controversy/
● https://gurugamer.com/pc-console/5-reasons-why-gta-franchise-is-loved-by-indians-1131
7

● https://www.huffpost.com/entry/a-defense-of-violence-the_b_4173854

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