Background
GTA, created in United Kindom and produced for PC, Playstation lines, Gameboy lines, Xbox 360 systems. It divided into 4 additions and provided 15 series in total. Modeled American cities as the game’s map. Adult mature and violent themes are focused.There are storylines for players to complete.Consisting action, adventure, driving, occasional role-playing, stealth and racing elements. Also, GTA containing criminal things like assassinations, taxi driving, firefighting, street racing, bus driving, etc.
Playing it
Farrar et al. (2006) have found that video game play with the blood feature activated can increase aggression. Thus, features of violent games can serve to heighten or dampen effects.
Moral problem may be changed as players get use to act in bad options, doing illegal things are that kind of easy.
Exposure to violent video games is in fact related to increases in aggression. Specifically, violent game play can influence aggressive cognitions and to feelings of hostility
Refer to GTA
The more realistic game led to more physically aggressive intentions.
A more technologically advanced version of a similar video game experienced more presence, more involvement, more arousal and more excitement than those who played the less advanced version. Just like GTA, there are maps from USA cities and those trademarks are designed well. The graphic of GTA are so delighted and in details.
In additional video games like GTA, the perceived realism can influence mental processing of media messages, attitudes and behavior, in some cases intensifying effects
Criminal actions --- incentive to act illegally as in GTA, there are many vriminal options for players to choose, such as murdering, stealing, shooting and burning
Reference
- C.A. Anderson and B.J. Bushman, Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature, Psychological Science 12 (5) (2001), pp. 353–359.
- N.L. Carnagey and C.A. Anderson, The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior, Psychological Science 16 (2005), pp. 882–889
- Farrar, M. Krcmar and K.L. Nowak, Contextual features of violent video games, mental models and aggression, Journal of Communication 56 (2) (2006), pp. 387–405
- K. Farrar and M. Krcmar, Measuring state and trait aggression: A short, cautionary tale,Media Psychology 8 (2) (2006), pp. 127–138.
- J.D. Ivory and S. Kalyanaraman, The effects of technological advancement and violent content in video games on players’ feelings of presence, involvement, physiological arousal, and aggression, Journal of Communication 57 (3) (2007), pp. 532–555.