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Section B: Institutions & Audiences
       Grand Theft Auto IV
             Production

             AS Media Studies 2010    1
Ownership
 Developer:     Rockstar North

 Publisher:     Rockstar Games

 Distributer:   Take-Two Interactive

 Engine:        Euphoria
                (developed by Natural Motion)




                                 AS Media Studies 2010   2
Ownership
 Rockstar franchise:   Rockstar North (Edinburgh)
                       Rockstar Leeds
                       Rockstar London
                       Rockstar Lincoln
                       Rockstar San Diego
                       Rockstar Toronto
                       Rockstar Vancouver
                       Rockstar Japan

 Owned by:             Take-Two Interactive
                       Also own 2K Games




                               AS Media Studies 2010   3
Platforms
 GTA4 is available on:   PlayStation 3 (Sony)

                         Xbox 360 (Microsoft)

                         Windows PC (Microsoft)




                                 AS Media Studies 2010   4
Intertextuality
 GTA4 draws heavily on the styles, narratives and themes
 of gangster films from the 1970s and 80s. It is also
 influenced by more recent television shows and films.

 Music in the game comes mainly through 19 in game
 radio stations, playing more than 200 tracks, from artists
 as diverse as The Stooges, Bathory, Celtic Frost, Iron
 Maiden, John Coltrane, Miles Davis, Gil Scott Heron,
 Kanye West and John Legend

 A raft of actors and musicians were drafted in to voice act
 the characters. Michael Hollick, who played Nico Bellic
 was paid $100 000 for his part in the game.




                                        AS Media Studies 2010   5
Technology
 GTA4 uses the Euphoric engine, which uses complex
 physics, AI technology and simulation in order to create
 realistic, on-the-fly movement. The company claim its
 advanced system means that characters ‘learn’ from
 experiences and react differently to each situation




                                       AS Media Studies 2010   6
Text

Section B: Institutions & Audiences
       Grand Theft Auto IV
             Marketing

             AS Media Studies 2010    7
Marketing
 GTA 4 has been marketed in a number of ways:

 •Cover art
 •Trailers, Teasers & Television advertisements
 •‘Real Word’ Promotion that blurs the lines between the
 game’s reality and the real world
 •Website
 •Controversy
 •In game synergy




                                      AS Media Studies 2010   8
Cover Art
 Look at the cover for the game.

 What does it say about the game and why will it appeal
 to its audience?




                                      AS Media Studies 2010   9
Trailers & Teasers
 Four trailers were released in support of the game:

 Things Will Be Different
 Looking For That Something Special
 Move Up Ladies
 Good Lord, What Are You Doing? (AKA Everyone’s a Rat)




 http://www.youtube.com/watch?v=evM8Dlssf2A

  http://www.youtube.com/watch?v=joW1U_uzjjc




                                       AS Media Studies 2010   10
Trailers & Teasers
 There are thirteen teasers promoting
 the game




                                        AS Media Studies 2010   11
‘Real World’ Promotion
 Interest in the game was stimulated through traditional
 billboards and fake police wanted posters




                                      AS Media Studies 2010   12
Website
 GTA 4 is supported with a huge, immersive website takes
 the shape of Liberty City: it creates a whole city for the
 visitor to explore.




 Go tp http://www.rockstargames.com/IV/ and have a look
 around at the end of this presentation

                                       AS Media Studies 2010   13
Controversy
 A game with such levels of violence and crime will always
 generate controversy in the media. Rockstar had courted
 such controversy with a previous release (Bully), but the
 outrage that preceded and followed GTA 4’s release
 created a lot of free marketing for the game.

 How might such controversy encourage sales?




                                      AS Media Studies 2010   14
In-Game Synergy
 There are lots of ‘side shows’ and additional elements to
 the game that reference the wider media. This is known
 as synergy: the process of media texts referencing each
 other.

 In the case of GTA4, the media texts, products and
 organisations that are referenced are all fictional, but the
 effect is to further enrich the immersive and real nature
 of the game




                                        AS Media Studies 2010   15
Text

Section B: Institutions & Audiences
       Grand Theft Auto IV
            Distribution

             AS Media Studies 2010    16
Distribution: Introduction
 Distribution occurs between Production and
 Consumption.

 Purchasing of gaming products via physical media such as
 CD & DVD.

 Increased use of the internet has led to on-line
 distribution of videogames.

 Retail services such as Download.com have allowed
 players to purchase and download large games via the
 internet, that otherwise would only be available on DVD.




                                       AS Media Studies 2010   17
Distribution
 Analysts argue that when gamers can download games
 on their home PC’s distributors and retailers may
 disappear.

 Developers’ and Publishers’ profit margins would explode
 as there would be no need for the middlemen. Games
 would become cheaper to produce.

 Third generation mobile phones and Interactive TV
 services offer more ways to sell products




                                     AS Media Studies 2010   18
Distribution GTA 4
 In pairs research the distribution pattern for GTA 4.

 You will need to explore the ways in which the game gets
 to the audience, including platforms, DLC and online
 options

 What are the advantages of these distribution methods
 for the game’s developer, publisher and distributer?

 What are the advantages for the consumer?

 Present your research in a visible way (either
 electronically or as a poster)




                                        AS Media Studies 2010   19
Text

Section B: Institutions & Audiences
       Grand Theft Auto IV
           Consumption

             AS Media Studies 2010    20
Consumption: Introduction
 On its first day of British release, 609,000 copies were
 sold – making £24.4 million.

 3.7 million copies of the game were sold worldwide on its
 first day of sales.

 6 million copies were sold in the first week of
 release, generating $500 million

 The game cost £50 million to produce, so in one day it
 recouped almost half of its budget from UK sales alone




                                        AS Media Studies 2010   21
Consumption: Introduction
 The game has made significant contributions to the
 technological developments in the way we play games.
 It’s free roaming location and sandbox structure mean
 that players can fully immerse themselves in the games
 environment, completing missions if they want to or just
 taking a stroll around the city.

 In many ways this is typical of the video game industry
 and its vanguard role in audience interaction. The high
 levels of editability, control and immersion that are
 increasingly typical of games are also what other media
 sectors are trying to achieve.




                                      AS Media Studies 2010   22
Consumption: Activities
 Why is GTA so popular?

 What is the audience appeal of video games in general

 What are the specific elements of Audience appeal in
 GTA4?

 Gameplay

 How can GTA 4 be played?

          How has multiplayer options and DLC changed
          the way we play?

 How does this type of consumption illustrate wider trends
 in media consumption?

          Include discussion of technology, interactivity,
          access, convergence, etc.
                                       AS Media Studies 2010   23
GTA 4 Activities
  We have no covered all the information relevant to GTA 4

  Use the notes, handouts and other information you have to construct a detailed essay
  plan for the question below.

  Put your notes together as a powerpoint that uses images, diagrams, and other memory
  aids.

  Make sure you specifically address the areas raised in the question




                                       AS Media Studies 2010                         24
We have no covered all the information relevant to GTA 4

Use the notes, handouts and other information you have to construct a detailed essay
plan for the question below.

Put your notes together as a powerpoint that uses images, diagrams, and other memory
aids.

Make sure you specifically address the areas raised in the question

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Gta 2010

  • 1. Text Section B: Institutions & Audiences Grand Theft Auto IV Production AS Media Studies 2010 1
  • 2. Ownership Developer: Rockstar North Publisher: Rockstar Games Distributer: Take-Two Interactive Engine: Euphoria (developed by Natural Motion) AS Media Studies 2010 2
  • 3. Ownership Rockstar franchise: Rockstar North (Edinburgh) Rockstar Leeds Rockstar London Rockstar Lincoln Rockstar San Diego Rockstar Toronto Rockstar Vancouver Rockstar Japan Owned by: Take-Two Interactive Also own 2K Games AS Media Studies 2010 3
  • 4. Platforms GTA4 is available on: PlayStation 3 (Sony) Xbox 360 (Microsoft) Windows PC (Microsoft) AS Media Studies 2010 4
  • 5. Intertextuality GTA4 draws heavily on the styles, narratives and themes of gangster films from the 1970s and 80s. It is also influenced by more recent television shows and films. Music in the game comes mainly through 19 in game radio stations, playing more than 200 tracks, from artists as diverse as The Stooges, Bathory, Celtic Frost, Iron Maiden, John Coltrane, Miles Davis, Gil Scott Heron, Kanye West and John Legend A raft of actors and musicians were drafted in to voice act the characters. Michael Hollick, who played Nico Bellic was paid $100 000 for his part in the game. AS Media Studies 2010 5
  • 6. Technology GTA4 uses the Euphoric engine, which uses complex physics, AI technology and simulation in order to create realistic, on-the-fly movement. The company claim its advanced system means that characters ‘learn’ from experiences and react differently to each situation AS Media Studies 2010 6
  • 7. Text Section B: Institutions & Audiences Grand Theft Auto IV Marketing AS Media Studies 2010 7
  • 8. Marketing GTA 4 has been marketed in a number of ways: •Cover art •Trailers, Teasers & Television advertisements •‘Real Word’ Promotion that blurs the lines between the game’s reality and the real world •Website •Controversy •In game synergy AS Media Studies 2010 8
  • 9. Cover Art Look at the cover for the game. What does it say about the game and why will it appeal to its audience? AS Media Studies 2010 9
  • 10. Trailers & Teasers Four trailers were released in support of the game: Things Will Be Different Looking For That Something Special Move Up Ladies Good Lord, What Are You Doing? (AKA Everyone’s a Rat) http://www.youtube.com/watch?v=evM8Dlssf2A http://www.youtube.com/watch?v=joW1U_uzjjc AS Media Studies 2010 10
  • 11. Trailers & Teasers There are thirteen teasers promoting the game AS Media Studies 2010 11
  • 12. ‘Real World’ Promotion Interest in the game was stimulated through traditional billboards and fake police wanted posters AS Media Studies 2010 12
  • 13. Website GTA 4 is supported with a huge, immersive website takes the shape of Liberty City: it creates a whole city for the visitor to explore. Go tp http://www.rockstargames.com/IV/ and have a look around at the end of this presentation AS Media Studies 2010 13
  • 14. Controversy A game with such levels of violence and crime will always generate controversy in the media. Rockstar had courted such controversy with a previous release (Bully), but the outrage that preceded and followed GTA 4’s release created a lot of free marketing for the game. How might such controversy encourage sales? AS Media Studies 2010 14
  • 15. In-Game Synergy There are lots of ‘side shows’ and additional elements to the game that reference the wider media. This is known as synergy: the process of media texts referencing each other. In the case of GTA4, the media texts, products and organisations that are referenced are all fictional, but the effect is to further enrich the immersive and real nature of the game AS Media Studies 2010 15
  • 16. Text Section B: Institutions & Audiences Grand Theft Auto IV Distribution AS Media Studies 2010 16
  • 17. Distribution: Introduction Distribution occurs between Production and Consumption. Purchasing of gaming products via physical media such as CD & DVD. Increased use of the internet has led to on-line distribution of videogames. Retail services such as Download.com have allowed players to purchase and download large games via the internet, that otherwise would only be available on DVD. AS Media Studies 2010 17
  • 18. Distribution Analysts argue that when gamers can download games on their home PC’s distributors and retailers may disappear. Developers’ and Publishers’ profit margins would explode as there would be no need for the middlemen. Games would become cheaper to produce. Third generation mobile phones and Interactive TV services offer more ways to sell products AS Media Studies 2010 18
  • 19. Distribution GTA 4 In pairs research the distribution pattern for GTA 4. You will need to explore the ways in which the game gets to the audience, including platforms, DLC and online options What are the advantages of these distribution methods for the game’s developer, publisher and distributer? What are the advantages for the consumer? Present your research in a visible way (either electronically or as a poster) AS Media Studies 2010 19
  • 20. Text Section B: Institutions & Audiences Grand Theft Auto IV Consumption AS Media Studies 2010 20
  • 21. Consumption: Introduction On its first day of British release, 609,000 copies were sold – making £24.4 million. 3.7 million copies of the game were sold worldwide on its first day of sales. 6 million copies were sold in the first week of release, generating $500 million The game cost £50 million to produce, so in one day it recouped almost half of its budget from UK sales alone AS Media Studies 2010 21
  • 22. Consumption: Introduction The game has made significant contributions to the technological developments in the way we play games. It’s free roaming location and sandbox structure mean that players can fully immerse themselves in the games environment, completing missions if they want to or just taking a stroll around the city. In many ways this is typical of the video game industry and its vanguard role in audience interaction. The high levels of editability, control and immersion that are increasingly typical of games are also what other media sectors are trying to achieve. AS Media Studies 2010 22
  • 23. Consumption: Activities Why is GTA so popular? What is the audience appeal of video games in general What are the specific elements of Audience appeal in GTA4? Gameplay How can GTA 4 be played? How has multiplayer options and DLC changed the way we play? How does this type of consumption illustrate wider trends in media consumption? Include discussion of technology, interactivity, access, convergence, etc. AS Media Studies 2010 23
  • 24. GTA 4 Activities We have no covered all the information relevant to GTA 4 Use the notes, handouts and other information you have to construct a detailed essay plan for the question below. Put your notes together as a powerpoint that uses images, diagrams, and other memory aids. Make sure you specifically address the areas raised in the question AS Media Studies 2010 24
  • 25. We have no covered all the information relevant to GTA 4 Use the notes, handouts and other information you have to construct a detailed essay plan for the question below. Put your notes together as a powerpoint that uses images, diagrams, and other memory aids. Make sure you specifically address the areas raised in the question

Notes de l'éditeur

  1. Lesson Outline:Resources: This PP GTA4 Booklet A3 Key Concept posters on wall Euphoric video (linked to through Euphoric image on slide 6) History of the franchise video (link through GTA logo on slide 6)Structure: Go through the PP to generate discussion and note-taking Ask students which of the key concepts each slide relates to and guide their note-taking Screen History of GTA Franchise video (warning: some bad language and violence) Make notes and relate to key concepts
  2. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  3. Relate to:Horizontal and vertical integrationThe hierarchical nature of ownershipThe international nature of media companies (but Take 2 is American)
  4. Relate to:Technical convergenceCross-media ConvergenceOwnershipImportance of technology for modern media companies(also cast forward to MARKETING &DISTRIBUTION)
  5. Relate to: Synergy (also cast forward to MARKETING)
  6. Relate to:Importance of technology(also cast forward to MARKETING &CONSUMPTION)
  7. Lesson Outline:Resources: This PP GTA4 Booklet A3 Key Concept posters on wall Euphoric video (linked to through Euphoric image on slide 6) History of the franchise video (link through GTA logo on slide 6)Structure: Go through the PP to generate discussion and note-taking Ask students which of the key concepts each slide relates to and guide their note-taking Screen History of GTA Franchise video (warning: some bad language and violence) Make notes and relate to key concepts
  8. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  9. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  10. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  11. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  12. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  13. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  14. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  15. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  16. Lesson Outline:Resources: This PP GTA4 Booklet A3 Key Concept posters on wall Euphoric video (linked to through Euphoric image on slide 6) History of the franchise video (link through GTA logo on slide 6)Structure: Go through the PP to generate discussion and note-taking Ask students which of the key concepts each slide relates to and guide their note-taking Screen History of GTA Franchise video (warning: some bad language and violence) Make notes and relate to key concepts
  17. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  18. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  19. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  20. Lesson Outline:Resources: This PP GTA4 Booklet A3 Key Concept posters on wall Euphoric video (linked to through Euphoric image on slide 6) History of the franchise video (link through GTA logo on slide 6)Structure: Go through the PP to generate discussion and note-taking Ask students which of the key concepts each slide relates to and guide their note-taking Screen History of GTA Franchise video (warning: some bad language and violence) Make notes and relate to key concepts
  21. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  22. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  23. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship
  24. Relate to:Cross-media convergenceHorizontal and vertical integrationThe hierarchical nature of ownershipDeveloper/publisher relationship