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| Outcome | k (studies) | Overall d | 95 % CI | I² | |---------|------------|-------------|--------|----| | Aggression (post‑play) | 21 | 0.32 | 0.18 – 0.46 | 63 % | | Empathy (post‑play) | 12 | –0.21 | –0.35 – –0.07 | 48 % | | Prosocial behaviour | 8 | –0.05 (ns) | –0.18 – 0.08 | 22 % |
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Since its release in 2013, Grand Theft Auto V (GTA V) has become one of the best‑selling interactive entertainment products in history, surpassing 190 million copies sold worldwide by 2025. This paper surveys the scholarly and industry literature on GTA V to evaluate its multifaceted influence on contemporary culture, player psychology, and real‑world economics. Using a mixed‑methods approach—content analysis of the game’s narrative and mechanics, a meta‑analysis of peer‑reviewed studies on player outcomes, and an econometric assessment of GTA V‑related market activity—we find that (1) the game’s open‑world design reshapes notions of spatial agency and urban representation; (2) exposure to the game’s moral ambivalence correlates with short‑term changes in aggression and empathy, though long‑term effects are mediated by pre‑existing traits; (3) the in‑game economy and “GTA Online” micro‑transactions generate a multibillion‑dollar ancillary market, influencing both the video‑game industry’s revenue models and external sectors such as streaming, esports, and virtual‑goods trading. The paper concludes with recommendations for policymakers, developers, and scholars seeking to balance creative freedom with social responsibility in the era of persistent, monetised game worlds. | Outcome | k (studies) | Overall d