Media archaeology as a methodology emphasizes the importance of exploring the historical contexts and technological evolution that shape contemporary media artifacts (Huhtamo & Parikka, 2011). In examining “Gran Turismo” through this lens, it becomes evident that the game is not just a simple product of its time but is deeply rooted in a lineage of technological, cultural, and economic factors.
“Gran Turismo” can be situated within a longer history of racing games, from basic arcade formats to advanced simulations. Its technological realism and expansive car list might be seen as an outcome of the long-standing cultural allure of automobiles combined with advancements in gaming technology. By tracing back through the technological ancestors of “Gran Turismo,” one might identify a trajectory from simplistic 2D graphics and basic gameplay mechanics to the near-photorealistic renderings and sophisticated physics engines (Imamura, Seno, Kawamoto, & Spranger, 2021). This evolution reflects not just technological advancements but also shifting player expectations and broader cultural values around realism and authenticity.
The consumerist culture embedded within “Gran Turismo,” where players earn credits to purchase better vehicles, is also rooted in earlier gaming systems and societal values. Early arcade games, for instance, often required players to insert more coins to continue or to achieve better equipment, subtly linking success and progression to financial expenditure (Parikka, 2013). “Gran Turismo” can be seen as an evolution of this mechanic, reflecting and amplifying broader societal notions of consumption, luxury, and success.
Moreover, the aspirational aspect of “Gran Turismo,” which offers players virtual access to luxury cars they might never experience in reality, can be linked to older media forms. Just as early cinema often provided audiences with fantastical views of distant lands and lifestyles (Huhtamo, 1997), “Gran Turismo” offers a window into an aspirational world of luxury, speed, and status.
Finally, “Gran Turismo” stands as a testament to the rapid technological innovations in gaming. Yet, by digging deeper, one might find parallels in earlier forms of media, from the transition from radio to television or from silent to sound cinema. Each shift brought about new forms of realism, immersion, and user engagement (Zielinski & Custance, 2006). Thus, “Gran Turismo” is not just a product of the late 20th and early 21st centuries but is part of a longer continuum of media evolution and cultural interplay.
References:
- Huhtamo, E., & Parikka, J. (Eds.). (2011). Media archaeology: Approaches, applications, and implications. Univ of California Press.
- Huhtamo, E. (1997). From kaleidoscomaniac to cybernerd: Notes toward an archaeology of the media. Leonardo, 30(3), 221-224.
- Imamura, R., Seno, T., Kawamoto, K., & Spranger, M. (2021). Expert Human-Level Driving in Gran Turismo Sport Using Deep Reinforcement Learning with Image-based Representation. ArXiv, abs/2111.06449.
- Parikka, J. (2013). What is media archaeology?. John Wiley & Sons.
- Zielinski, S., & Custance, G. (2006). Deep time of the media: Toward an archaeology of hearing and seeing by technical means. (No Title).
Disclaimer: This blog post (a teaching example) was partly generated by ChatGPT’s prompt – “write 5 paragraphs critically analysing the socio-cultural context of the game gran turismo, focusing on media archaeology as the methodology. provide references and in-text citation using the APA style”. Some paragraphs were edited to improve the logical flow of arguments. The references have been checked for its accuracy.
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