GTA Series: Explore the Effects of Videogame Violence

2184 Words5 Pages

In 1997, Michael Varneal, 14, shot three students at his school in Kentucky (King, B. &

Borland, J., 2003: 175), and in the wake of the crime, game development companies

including id were sued for releasing violent videogames (King, B. & Borland, J., 2003: 175).

Two years later, Eric Harris and Dylan Klebold killed 12 of their fellow students and one

teacher (Poole, S., 2000: 219) at Columbine High School, Colorado, with guns and

homemade bombs (King, B. & Borland, J., 2003: 173). Following an investigation into the

crime it was revealed that the two teenagers were "avid" players of the videogame Doom, and

that Harris's computer archives "contained a 'mod' version of Doom based on the layout of

Columbine High School" that was set to 'God' mode (King, B. & Borland, J., 2003: 174).

Videogames are seen to enable and encourage real-world violence beyond the gamescape,

and as a result held accountable for violence in children (Poole, S., 2000: 219). It is the

intention of the essay to explore violence within the GTA series, one of the biggest games

series of all time (Hourigan, B., 2008: 21), and the effects it has on players.

The visual representation of characters and settings encourages a greater sense of immersion

in the violence of the GTA series. The improvement of graphics has changed the way that

players engage with the virtual environment, making it more perceptual (Wolf, M. J. P.,

2008: 284). The characters and settings in the Grand Theft Auto series are greater in detail

and resolution, and as a result, are more ‘real’ to players (Wolf, M. J. P., 2008: 284). Settings

within the GTA series are also designed to imitate reality. Whilst Grand Theft Auto: San

Andreas is an "expansive versi...

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