Grand Theft Auto 5
Many people have a problem with the violence in Grand Theft Auto 5, a lot of it isn’t forced (violence), but if/when done over and over parents fear for what it must do to their children. Does it desensitize them to to real world violence, does it encourage killing - many people are scared of what they don’t know. For example, Target in Australia stopped selling GTA5 after multiple complaints about the violence in the game.
“We've been speaking to many customers over recent days about the game, and there is a significant level of concern about the game's content," Jim Cooper, Target's general manager of corporate affairs, said. "We feel the decision to stop selling GTA5 is in line with the majority view of our customers."
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- (telegraph.uk)
This decision to pull Grand Theft Auto 5 from the shelves in Target created a lot of controversy - with many disgusted that Target had made this call; ‘@Targetaus terrible decision. Will never shop there again because you cave to the small minded minority’ - “@Targetaus What a laughably uninformed decision” These being just some of the examples of feedback people had against the removal of Grand Theft Auto from stores, there was a lot more where that came
In 2013, Target Corp., the company that prides itself on offering quality, upscale, and trendy merchandise at lower costs, had anticipated a historic year. However, after purchasing Canadian retailer Zellers’ 273 locations and finally executing plans to expand outside the United States, both company and stockholder optimism vanished. In late 2013, news of a massive data breach affecting nearly 110 million consumers turned out devastatingly bad numbers in the fourth quarter—some experts even calling it the second largest retail cyber-attack in history.
Target a large retail corporation that operates over 1,700 stores across the United States. They also operate as an online retailer at target.com. In 2012 the retailer earned more than $73 billion dollars in revenue and grew their sales by 5.1% from the previous year. Looking at the revenue and sales growth rate it is hard to fathom that more money could not be spent to ensure that consumer data is protected as much as possible. As information security specialists one of the worst things that can happen is our network gets infiltrated and customer information is stolen. On December 19, 2013 Target released a statement stating that they have had an information
Target achieved its differentiation in the marketplace by positioning its products and store experience as higher quality than its main discount competitors Wal-Mart, with lower prices than department stores. Target’s main focus is QUALITY product and at a LOW PRICE. It all began with the idea of, “fashionable, smart design…delivered at a competitive discount prices.” Target strives to deliver to customers a unique shopping experience. Target grabs customer’s attention by their big red bulls eye and customers keep going to target. But at the same time Target need to make sure that their shelves are stocked, they gave good customer service,
In December 2013, Target was attacked by a cyber-attack due to a data breach. Target is a widely known retailer that has millions of consumers flocking every day to the retailer to partake in the stores wonders. The Target Data Breach is now known as the largest data breach/attack surpassing the TJX data breach in 2007. “The second-biggest attack struck TJX Companies, the parent company of TJMaxx and Marshall’s, which said in 2007 that about 45 million credit cards and debit cards had been compromised.” (Timberg, Yang, & Tsukayama, 2013) The data breach occurred to Target was a strong swift kick to the guts to not only the retailer/corporation, but to employees and consumers. The December 2013 data breach, exposed Target in a way that many
One of the issues Target could face if it continues to only focus on private label store brands and do not promote national brands is losing a percentage of its customers. Although Target’s innovative amount of store brands on its aisles has proven successfully for the retailer and consumers have shown a positive reception to the products, there are still a number of customers who are accustomed to
speed at which the company opened their stores up. This didn’t let Canadians grow into the new lifestyle to shop at Target and instead the company collapsed on itself within a year. The second issue is the lack of product availability for customers to purchase. Due to the speed of opening, Target didn’t properly achieve their equilibrium of merchandise to sell and instead left many customers disappointed with the lack of quality service. The third issue is the prices compared to Target’s US stores. There was no foresight into the comparison of quality, price and service which would become evident once they entered the Canadian market. The fact that
By 2003 the GTA franchise had already sold 22 million copies worldwide since the release of GTA III in 2001. (Take-Two Interactive, 2004) GTA games have violence, prostitution, and offensive language. I believe that allowing adolescents to play these games works as a method of relaxation and release of stress. Teens and violence have gone hand in hand for years. In the 1990s youth violence hit an all time high. (Snyder, Sickmund, 2006) Since the release of GTA III we have seen a decrease in youth violence. I believe that the reason for this centers around
Video games are a part of most everybody’s life, whether it be on their phone, a handheld gaming device, or on a console and tv setup. Not all of the games are made for toddlers or children under 13, so its safe to say that there are some that can be on the heavier side with the gore and explicit content. These games can get brutal and they “Grand Theft Auto” is definitely one of those games that can get to be too much for some people. “Grand Theft Auto” has negative effects on the society because of the foul language, sexual content, exposure to violence, and drugs involved throughout the game.
In today’s world, one of the big topics is whether video games cause violence. I strongly believe that it isn’t the case. Having been an avid gamer for most of my life and knowing thousands more, I have seen first-hand video games do not cause violence. I know you don’t want to just take my word for it, so I will show you through others as well.
In Grand Theft Auto, you run a round picking up jobs in an imaginary city. These jobs range from killing union workers to stealing pricy automobiles. In Conker’s Bad Fur day, you play as a playful cartoon squirrel that drinks beer and urinates on the enemy to defeat him. In the Journal of the American Medical Association, 90% of the games played today actually reward the player to injure another person and these were the games rated Teen. These types of gratuitous violence portrayed in video games transfer over into the everyday lives of these children. Studies of children exposed to violence have shown that they can become: “immune” or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior the more they’re exposed to violence. Some children accept violence as a way to handle problems. Studies have also shown that the more realistic and repeated the exposure to violence, the greater the impact on children. For instance, a child in Kentucky ended up bringing a revolver to school and shot 8 students. Police ended up pin-pointing the source to the video games the child had been playing. The child ended up raking in more than 10,000 hours of a shoot em’ up style game that rewarded bonus points for headshots.
Target also deals with the threat of unionization of their employees. Many employees have expressed concern regarding low wages paid by Target. Like Wal-Mart, Target is against unionization because they believe that employee issues should and can be resolved without third party mediation. (gawker.com)
On July 22, 2016, an 18 year old male began to open fire on the Olympia Shopping Mall in Munich, Germany. After successfully killing ten and injuring 36 more, the gunner turned the firearm on himself and ended his own life. After a long investigation, it was reported that the shooter was a fan of First Person Shooter (FPS) video games. This newfound information sparked a new flame to the decade old argument of how video game violence leads to aggressive behavior and more real world violence in teens and young adults. While many news posts spread the word that videogame violence is negative, there have actually been an overwhelming amount of studies and debates that result in videogames with violence having mental and physical benefits to the player.
Video game makers have even advanced video games to give you the fell of using real weapons, also called virtual reality. There is a professor at the University of Missouri says that violent video games change behavior. First person shooter games help team players how to hurt people because first person shooter games are usually more realistic. Sixty percent sixth to eighth grade boys who play m-rated video games have hit or beat up somebody. Many people who have acted in mass shootings played violent video games. Violent video games have the tendency to lower people's empathy and they also lower people’s kindness. The APA says violent video games will risk the factor for aggression. When violent video games reward a player for violence, kids think violence is a good thing because they learn that you get rewards for committing violent acts. Sixty-seven percent of parents even agree that violent video games do lead to aggression.
The graphics in games now make the game almost look as if it were real life. That has brought the video game industry a lot more players and part of those new gamers are young children. The issue is when a child is presented with a violent video game that has really good graphics the child has a better understanding of what is going on in that game. Because children can relate what is going in the video game to the real world, that leads children to believe that the actions being done in that video game are accepted in society. If the children believe that its right from them to do violent actions that they learned from the game there attitude starts becoming more aggressive. Anne Harding says “children who watch violence in the media can internalize the message that the world is a hostile place...”.
“Head shot! That guy was destroyed!” These are just some examples of the dialogue spoken between children who play video games like “Call of Duty” or “Halo.” Children brag about the number of people they have killed in these games. Playing violent video games may cause children to act violently. First, violent video games train players to act aggressively by repeatedly killing an enemy over and over. Second, children mimic what they see, whether it’s in real life or on a video screen. Third, being exposed to the violent behaviors of the game, dead bodies, and blood, make the players insensitive to violence. Because the violence from video games affects the behavior of children, violent video games should not be available for purchase by anyone under age eighteen.