Sunday, November 14, 2004

Dr. Derek Burrill on GTA: San Andreas

Michael LeBlanc introduced GTA, using N. Katherine Hayles’ notion of the “mixed realities” to address the appropriation of “real-life” LA into the simulated world of GTA. According to Hayles, the “mixed realities” could be conceived of as visual enhancement glasses that overlay a virtual environment upon the material background.


Download the GTA: Modologues

Dr. Derek Burrill: "Kicking Ass and Taking Names"

Here are some notes on the talk compiled by the global_interface coordinators. Let's pursue some of these ideas online on this thread.

After a history of the GTA franchise and some context in the field of Game Studies, Dr. Burrill outlined elements of performed masculinity in the game. Rockstar Games has created their Blatino (raced Black with Latino characteristics) avatar. Los Santos was made with a “distorted view,” created in Scotland by those who know LA primarily through popular culture representations.

(continued in first comment on thread)

GTA: San Andreas Panelists

We invite our talented panelists to post notes from their talks on this thread.

Join us for our online continuation of our GTA workshop by commenting on the various and diverse perspectives.

Sunday, November 07, 2004

The Grand Theft Auto: San Andreas Workshop

Friday, November 12, 2004
12pm
Humanities 1500


Featuring
kicking ass and taking names:
performing masculinity in grand theft auto: San Andreas
a talk by Derek Burrill, Professor of Media and Performance, UCR
The talk will confront the ways in which the player must perform specific types of masculinity in Grand Theft Auto: San Andreas, and how these masculinities and subject positions, in general, are manufactured by the game’s genre, structure, and narrative.

Followed by a roundtable discussion. The discussion will include a reception study of the game conducted through surveys at the November 3rd Test Drive event, a digital hijacking of the game's audio, and a graduate panel presenting multiple critical reactions to the game, followed by time for audience feedback.