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GTA V VIDEO GAME CASE
STUDY
By Holly and Harvey
AUDIENCE
The Grand Theft Auto games are rated M for mature and are
targeted toward male skew teenagers and young adults. With
drug references, sex, extreme violence, which are aspects that
should only be viewed by mature audience. However, the game is
played by a wide range of audiences from younger teens to
adults in their mid thirties to late forties. This is due to the
games highly creative and interactive nature with interesting
themes (such as being a successful criminal) and the freedom to
live a fantasy life virtually that wouldn’t be lived by most people
in reality. This appeals to this wide range of audiences as they
get to experience a world online without the repercussions of
experiencing it in real life.
This adheres to the uses and gratification theory as video games
are highly interactive as it is all about game play and stimulation.
Therefore, audiences would mainly use this game for
entertainment purposes as they would use it as a release from
their normal lives. They would most likely go home from
school/work and be able to play the game to give them a break
from reality. Moreover, they would also use the game for
personal identity as they would empathise with the characters
within the game and would be living a virtual reality as that
character. Furthermore, due to the games popularity, there
would also be personal relationships between the people who
AUDIENCE RESPONSES
https://www.youtube.com/watch?v=3Jyo62HaeFs
https://www.youtube.com/watch?v=MDnEbmdj9h4
HOW ITS POSTMODERN
- Simulation and simulacra
- Intertextuality
- Comercial branding etc

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Gta 5 video game case study

  • 1. GTA V VIDEO GAME CASE STUDY By Holly and Harvey
  • 2. AUDIENCE The Grand Theft Auto games are rated M for mature and are targeted toward male skew teenagers and young adults. With drug references, sex, extreme violence, which are aspects that should only be viewed by mature audience. However, the game is played by a wide range of audiences from younger teens to adults in their mid thirties to late forties. This is due to the games highly creative and interactive nature with interesting themes (such as being a successful criminal) and the freedom to live a fantasy life virtually that wouldn’t be lived by most people in reality. This appeals to this wide range of audiences as they get to experience a world online without the repercussions of experiencing it in real life. This adheres to the uses and gratification theory as video games are highly interactive as it is all about game play and stimulation. Therefore, audiences would mainly use this game for entertainment purposes as they would use it as a release from their normal lives. They would most likely go home from school/work and be able to play the game to give them a break from reality. Moreover, they would also use the game for personal identity as they would empathise with the characters within the game and would be living a virtual reality as that character. Furthermore, due to the games popularity, there would also be personal relationships between the people who
  • 4. HOW ITS POSTMODERN - Simulation and simulacra - Intertextuality - Comercial branding etc