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[journal article]

dc.contributor.authorAmeli, Saied Rezade
dc.contributor.authorMousavi Haghshenas, Miladde
dc.date.accessioned2024-02-16T17:12:08Z
dc.date.available2024-02-16T17:12:08Z
dc.date.issued2023de
dc.identifier.issn2588-5502de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/92261
dc.description.abstractOne of the main features of open-world games is the non-linear process, the existence of multiple ways to achieve goals, the noticeable presence of cultural elements, the impact of the game space on world-famous cities, and the significant use of artificial intelligence. This research after examining the concept of "open world" in digital games and the development of this design model by using of case study and participant observation, with a critical and skeptical look at the realization of the game world of "Grand Theft Auto V and online version", especially in the context of the existence of multiple paths, seeks to achieve the main goals. The results of this study indicate that the open world of the game "Grand Theft Auto" is limited and enclosed by the design of the structure, storylines, characters, scenarios, rewards, punishments, racial discrimination, and sexual preferences. Despite the definition of normal and common professions and jobs in the game environment, such as buying and selling automobiles, investing in the stock market, medicine, working in the transportation system, and store management, the main goals are only through the income from membership in mafia groups, extensive trade in materials. Drugs and organized robberies are attainable, and role-playing in the position of the police is also associated with many obstacles and challenges, limited powers, few initiatives, a high degree of difficulty, and little attraction.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcPsychologiede
dc.subject.ddcPsychologyen
dc.subject.otherdigital game; grand theft auto; open-world; role-playing serversde
dc.titleA descriptive-analytical study of the Open-World Game Design "Grand Theft Auto V and online version" with an emphasis on Role-Playing Capabilitiesde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.source.journalJournal of Cyberspace Studies
dc.source.volume7de
dc.publisher.countryMISCde
dc.source.issue1de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozSozialpsychologiede
dc.subject.classozSocial Psychologyen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozDigitale Mediende
dc.subject.thesozdigital mediaen
dc.subject.thesozRollenspielde
dc.subject.thesozrole playen
dc.subject.thesozPolizeide
dc.subject.thesozpoliceen
dc.identifier.urnurn:nbn:de:0168-ssoar-92261-2
dc.rights.licenceCreative Commons - Namensnennung, Nicht-kommerz. 4.0de
dc.rights.licenceCreative Commons - Attribution-NonCommercial 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10083753
internal.identifier.thesoz10056858
internal.identifier.thesoz10040018
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo1-22de
internal.identifier.classoz1080404
internal.identifier.classoz10706
internal.identifier.journal1339
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc150
dc.identifier.doihttps://doi.org/10.22059/jcss.2023.353081.1083de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence32
internal.identifier.pubstatus1
internal.identifier.review1
internal.pdf.validfalse
internal.pdf.wellformedtrue
internal.pdf.encryptedfalse


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