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Audience and Critics Respond to
GTA IV
GTA IV has received a
large variety of
responses from its
audience and critics,
some goodand some
bad.
Overall, GTA has been
widely praised for it’s
groundbreaking gameplay
mechanics and sandbox style
genre. This has been shown
to be hugely popular as on
the first day of release GTA IV
sold around 3.7 million units
and an estimated 6 million
units worldwide, making
$500 million in revenue. In
May 2008 critics from the
Xbox Magazine UK published
their first GTA IV review,
giving the game 10/10 and
claiming it to be “a hugely
entertaining, multiplayer
game”. A similar report from
Xbox 360 said the game to
have a 98% rating, which is
the highest it has ever given
to any game. They mentioned
the game was everything
they were entitled to expect,
and yet somehow impossibly
more.
However after the initial
hype of GTA IV had declined,
coincidently the teenage
violence stats had increased;
putting the blame on the newly
released GTA IV. This sparked the
interest from psychologists, claiming
this behavior stemmed from GTA’s
violence and reflected on its audience’s
behavior patterns. This in turn would
be placed under the ‘copy-cat theory’,
similar to characteristics shown by the
Jamie Bulger Murderers. Though, some
psychologists argue that video games
have very little impact on it’s audience,
for example Tanya Byron’s report
which states that children may have
short-term aggression after playing a
game, and will quickly grow out of it.
Not all games have similarities to
GTA IV, some can be seen to be
beneficial to its consumers. Good
examples of this are the games centered
for the Nintendo Wii and DS. These
games improve your health and
stimulate your brain, coming under the
category of “Edutainment”, which is
when the game is both education and
fun to play. A few examples of these are
the Nintendo Wii Sports; which is
family orientated and gives a healthy
impact; another is Nintendo DS Brain
Training, which is aimed at all ages and
abilities, which in turn mentally
challenges the agent.
Opposites of this is also brought up
in today’s media, with many claiming
that games are largely unhealthy for the
consumer and removes a healthy
lifestyle many strive to achieve. Many
also claim that games create a social
outcast as children are fed by, ‘Junk
Media’. 9/10 children risk
growing up to have
unhealthy amounts of fat in
their bodies. As gaming
persuades children to eat
fast food and don’t exercise
enough. Children are losing
out due to the fact that they
are engrossed in social
networking sites such as,
Facebook, MSN and their
mobile phones. They now
use ‘text language’ in their
school assignments. Also
children today would turn
their noses up if asked to
write a letter to socialize this
has all been lost due to
modern technology.
Its still unclear to us all as
to if video games are actually
bad for us, or if they can even
be beneficial for it’s players.
By Jak Blakey and Leah
Sladen

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Newspaper Article for Games

  • 1. Audience and Critics Respond to GTA IV GTA IV has received a large variety of responses from its audience and critics, some goodand some bad. Overall, GTA has been widely praised for it’s groundbreaking gameplay mechanics and sandbox style genre. This has been shown to be hugely popular as on the first day of release GTA IV sold around 3.7 million units and an estimated 6 million units worldwide, making $500 million in revenue. In May 2008 critics from the Xbox Magazine UK published their first GTA IV review, giving the game 10/10 and claiming it to be “a hugely entertaining, multiplayer game”. A similar report from Xbox 360 said the game to have a 98% rating, which is the highest it has ever given to any game. They mentioned the game was everything they were entitled to expect, and yet somehow impossibly more. However after the initial hype of GTA IV had declined, coincidently the teenage violence stats had increased; putting the blame on the newly released GTA IV. This sparked the interest from psychologists, claiming this behavior stemmed from GTA’s violence and reflected on its audience’s behavior patterns. This in turn would be placed under the ‘copy-cat theory’, similar to characteristics shown by the Jamie Bulger Murderers. Though, some psychologists argue that video games have very little impact on it’s audience, for example Tanya Byron’s report which states that children may have short-term aggression after playing a game, and will quickly grow out of it. Not all games have similarities to GTA IV, some can be seen to be beneficial to its consumers. Good examples of this are the games centered for the Nintendo Wii and DS. These games improve your health and stimulate your brain, coming under the category of “Edutainment”, which is when the game is both education and fun to play. A few examples of these are the Nintendo Wii Sports; which is family orientated and gives a healthy impact; another is Nintendo DS Brain Training, which is aimed at all ages and abilities, which in turn mentally challenges the agent. Opposites of this is also brought up in today’s media, with many claiming that games are largely unhealthy for the consumer and removes a healthy lifestyle many strive to achieve. Many also claim that games create a social outcast as children are fed by, ‘Junk Media’. 9/10 children risk growing up to have unhealthy amounts of fat in their bodies. As gaming persuades children to eat fast food and don’t exercise enough. Children are losing out due to the fact that they are engrossed in social networking sites such as, Facebook, MSN and their mobile phones. They now use ‘text language’ in their school assignments. Also children today would turn their noses up if asked to write a letter to socialize this has all been lost due to modern technology. Its still unclear to us all as to if video games are actually bad for us, or if they can even be beneficial for it’s players. By Jak Blakey and Leah Sladen