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Grand Theft Auto
A Postmodern Video Game
Grand Theft Auto
Gta is an action-adventure video game
series that was created by David Jones and
Mike Dially.
The gameplay focuses on an open world
where the player can pick missions to
create a story whilst completing side
activities such as driving, third-person
shooting and racing elements.
GTA is seen as a postmodern text through
a number of features such as: pastiche,
parody, blurring genres, intertextuality,
bricolage, simulacra etc.
Grand Theft Auto
Bricolage is a postmodern feature of
the game as there is a narrative but
it’s muddled up.
The player doesn’t have to follow a
set story, there are missions which
you have the choice to complete or
just drive about and run people over
that are passing on the pavement.
This can be seen as postmodern
because the game has no boundaries
so the player can do whatever they
want including kill whoever they wish
to.
Grand Theft Auto
Parody is including through the
common features of the setting that
link to New York but the city of GTA
is referred to as ‘Liberty City’.
The statue of Liberty holds the flame
but within the game it is seen as
holiday a Starbucks cup which
highlights the element that
Starbucks is becoming global.
This is viewed as a parody because
it’s taking the mic out of a famous
landmark with a comical idea.
Grand Theft Auto
GTA is seen as a way for gamers to
experience a simulation of reality but
it’s unclear as to whether this is the
reality we see on a day to day basis
or a reality that Hollywood presents
to the public.
In addition to this, there are different
versions of Hollywood present in the
series of the game which are usually
downloaded in different mods
allowing for unique gameplay
Grand Theft Auto
Breaking conventions portrays this
video game as postmodern. It
doesn’t follow the ‘rules’ and set
characters of normal games like a
hero, villain and damsel in distress.
In GTA the villain is the hero, they’re
the same person. This lack of
distinction between the good and
the bad conforms to codes of
postmodernism.

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Gta pp

  • 1. Grand Theft Auto A Postmodern Video Game
  • 2. Grand Theft Auto Gta is an action-adventure video game series that was created by David Jones and Mike Dially. The gameplay focuses on an open world where the player can pick missions to create a story whilst completing side activities such as driving, third-person shooting and racing elements. GTA is seen as a postmodern text through a number of features such as: pastiche, parody, blurring genres, intertextuality, bricolage, simulacra etc.
  • 3. Grand Theft Auto Bricolage is a postmodern feature of the game as there is a narrative but it’s muddled up. The player doesn’t have to follow a set story, there are missions which you have the choice to complete or just drive about and run people over that are passing on the pavement. This can be seen as postmodern because the game has no boundaries so the player can do whatever they want including kill whoever they wish to.
  • 4. Grand Theft Auto Parody is including through the common features of the setting that link to New York but the city of GTA is referred to as ‘Liberty City’. The statue of Liberty holds the flame but within the game it is seen as holiday a Starbucks cup which highlights the element that Starbucks is becoming global. This is viewed as a parody because it’s taking the mic out of a famous landmark with a comical idea.
  • 5. Grand Theft Auto GTA is seen as a way for gamers to experience a simulation of reality but it’s unclear as to whether this is the reality we see on a day to day basis or a reality that Hollywood presents to the public. In addition to this, there are different versions of Hollywood present in the series of the game which are usually downloaded in different mods allowing for unique gameplay
  • 6. Grand Theft Auto Breaking conventions portrays this video game as postmodern. It doesn’t follow the ‘rules’ and set characters of normal games like a hero, villain and damsel in distress. In GTA the villain is the hero, they’re the same person. This lack of distinction between the good and the bad conforms to codes of postmodernism.