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Grand Theft Auto: Liberty City Stories

Game

3 documents in the library are about Grand Theft Auto: Liberty City Stories, from writers such as Take-Two Interactive and DiGRA. Each has a summary and key insights with the page they come from.

Connections

Each row is a game or company named alongside Grand Theft Auto: Liberty City Stories, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Grand Theft Auto: Liberty City Stories

Cover of Grand Theft Auto: National Identity, Transnational Production, and the Ambivalent Politics of Play
Article

Grand Theft Auto: National Identity, Transnational Production, and the Ambivalent Politics of Play

The document analyzes the Grand Theft Auto (GTA) franchise as a liminal cultural artifact, exploring its complex relationship with national identity, transnational production, and the ambivalent politics of play.

  • The Grand Theft Auto franchise is a transnational product, originally developed by DMA Design in Dundee and later by Rockstar North in Edinburgh, with creative labour, capital, and cultural value moving unevenly across borders.
  • The authors argue that the series' fictional America is a constructed myth assembled through a Scottish and British lens and drawn largely from mass media imagery, rather than a faithful representation of the United States.
  • The paper's central thesis is that the game's appeal lies in ambivalence: players can inhabit an outlaw fantasy of entrepreneurial freedom and transgression while the game simultaneously mocks that fantasy's moral emptiness.
DiGRAJun 2026
Financial report1 page

Take-Two Interactive Form 10-Q: Q2 2007

Take-Two Interactive’s financial reporting for the second quarter of 2006 centers on the remediation of historical accounting errors and the navigation of significant operational and legal headwinds.

  • Take-Two recognized approximately $25 million in cumulative pre-tax stock-based compensation expenses from 1997 through 2005 due to an investigation into historical stock option backdating practices.
  • The company recorded a $6.3 million pre-tax goodwill impairment charge in the third quarter of 2006 related to its Joytech video game accessories subsidiary.
  • Software development costs totaled $100.05 million as of July 31, 2006, with $90.1 million of that amount tied to unreleased titles.
Take-Two InteractiveMar 2007
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 Fiscal Year 2007

Take-Two Interactive experienced a period of significant financial contraction during the first half of fiscal year 2006, reporting a net loss of $79.5 million compared to a $47.1 million profit in the same period of the prior year.

  • Take-Two's net revenue for the six months ended April 30, 2006, fell 26.8% to $530.1 million, down from $724.5 million in the same period of 2005, primarily due to the absence of a major Grand Theft Auto release and a market transition to next-generation hardware.
  • The company reported a significant decline in cash provided by operating activities, which dropped to $42.6 million for the six-month period ending April 30, 2006, compared to $98.6 million in the prior year.
  • Take-Two formally reorganized its reporting structure into two distinct segments—Publishing and Distribution—to provide greater transparency into the gross margins of each business unit.
Take-Two InteractiveJun 2006