GTA IV in the Context of Simulation, Crime Aesthetics, and Digital Addiction: A Hyperreal Experience in New Media

Authors

DOI:

https://doi.org/10.5281/zenodo.17209133

Keywords:

Digitalisation, Games, Hyperreality, Simulation, Communication

Abstract

In contemporary new media environments, individuals’ interaction with media content is not solely for the purposes of information acquisition or entertainment; it also plays a critical role in identity construction, the internalization of social norms, and the reconfiguration of reality perception. Grand Theft Auto IV (GTA IV), with its hyperreal fictional universe, open-world structure, and mission-based narrative design, operates as a multilayered media product that directly influences the player’s ethical, psychological, and sociological domains, far beyond serving as a mere source of entertainment. The study first outlines the differences between traditional and digital games and subsequently analyzes the game's production of hyperreality within the framework of Jean Baudrillard’s theory of simulation. The boundaries between representation and reality are blurred, leading to the emergence of a simulated experience that gradually replaces the individual’s perception of reality. GTA IV allows players to engage in illegal acts that are unattainable in real life; yet, these experiences transcend the boundaries of the virtual, becoming alternative life forms that shape the player's cognitive framework. Secondly, the study evaluates how crime is aestheticized and legitimized within the narrative and visual design of the game. The cinematic presentation of violence, the instrumentalization of illicit acts for narrative progression, and the heroic portrayal of confrontations with law enforcement contribute to the transformation of crime from an ethical issue into a consumable object of visual and emotional pleasure. This aestheticization creates a potentially risky domain, particularly for young players, in which societal value systems may be reconstructed under the influence of the game. Finally, the study addresses the risk of digital addiction by examining game mechanics such as variable reward structures, mission-based progression, and the emotional investment in digital identity. The integration of in-game achievements with the player's sense of self-worth transforms gameplay from a leisure activity into a mechanism that satisfies psychosocial needs. This mode of interaction highlights the neuropsychological dimensions of digital addiction, which are not solely time-based but also related to identity, success, and belonging. Overall, the study reveals how GTA IV functions as a media artifact that reflects the cultural logic of the digital age through its simulation mechanics, aestheticized depiction of crime, and behavioral design that fosters dependency.

Published

28-09-2025

How to Cite

Sarıkaya Tünalp, B. F. (2025). GTA IV in the Context of Simulation, Crime Aesthetics, and Digital Addiction: A Hyperreal Experience in New Media. Journal of Türkiye Media Academy, (10), 206–226. https://doi.org/10.5281/zenodo.17209133

Issue

Section

Research Articles