Professional Documents
Culture Documents
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.
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.
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.
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.
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
● https://www.jstor.org/action/doBasicSearch?Query=ti%3A%28%22grand+theft+auto%22
%29
● https://journals.macewan.ca/studentresearch/article/view/1687
● https://www.firstpost.com/tech/news-analysis/grand-theft-auto-invading-india-3563487.ht
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