
Grand Theft Auto: Vice City
LumiScore
Croissance
44/100
Valeur de croissance
- Orientation spatiale
- Coordination œil-main
- Temps de réaction
Risque
FAIBLE
Modèles d'engagement
Très peu de pression pour dépenser ou jouer excessivement.
Attention
Conseil de parent expert
Parents should be aware of the mature themes, including violence, drugs, and crime, and the strong language present throughout the game. Given its M rating, it is not suitable for younger children. Discussing the game's themes and consequences with older players is recommended.
Principales compétences développées
Domaines de développement
Représentation?Degré de diversité des personnages du jeu en termes de genre et d'ethnicité. Plus le score est élevé, plus la représentation est authentique. Affiché uniquement — n'affecte pas la recommandation de temps de jeu.
Test de Bechdel?Le test de Bechdel vérifie si un jeu comporte au moins deux personnages féminins nommés qui se parlent d'autre chose qu'un homme. Une mesure simple de la représentation.— Échoue au test
While Grand Theft Auto: Vice City features several named female characters like Mercedes Cortez, Auntie Poulet, and Candy Suxxx, they do not have direct interactions or conversations with each other within the game's narrative.
Ce que votre enfant développe
Grand Theft Auto: Vice City provides an expansive open world for exploration and spatial reasoning. Players engage in problem-solving through mission objectives and enhance hand-eye coordination and reaction time during driving and combat sequences. The game also offers opportunities for strategic thinking in approaching various challenges.
⚖️Comment ce score a été discuté et validéAfficher la transcription
Deux modèles IA ont débattu de ce score en 2 tours : un Défenseur argumentant pour les scores les plus élevés défendables, et un Critique argumentant pour les plus bas. Le score final est la moyenne de leurs positions au tour 2.
=== Round 1 === ADVOCATE (arguing HIGH): B1: problemSolving=5, spatialAwareness=5, strategicThinking=5, criticalThinking=4, memoryAttention=4, creativity=3, readingLanguage=3, mathSystems=1, learningTransfer=5, adaptiveChallenge=5 B2: teamwork=0, communication=0, empathy=1, emotionalRegulation=1, ethicalReasoning=0, positiveSocial=0 B3: handEyeCoord=5, fineMotor=4, reactionTime=5, physicalActivity=0 R1: variableRewards=1, streakMechanics=0, lossAversion=2, fomoEvents=0, stoppingBarriers=0, notifications=0, nearMiss=2, infinitePlay=1, escalatingCommitment=2, variableRewardFreq=1 R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0 R3: socialObligation=0, competitiveToxicity=0, strangerRisk=0, socialComparison=0, identitySelfWorth=1, privacyRisk=0 Reasoning: Grand Theft Auto: Vice City provides a rich environment for significant cognitive and motor skill development. The expansive open-world city demands constant problem-solving, strategic planning, and adaptive thinking as players navigate complex missions and build a criminal empire, greatly enhancing spatial awareness and critical thinking. Furthermore, the game's fast-paced action, including high-speed chases and intense third-person shooting, rigorously trains hand-eye coordination and reaction time, translating to strong motor skill proficiency. The lack of microtransactions or social features also keeps critical risk scores exceptionally low, focusing engagement on these high-value developmental areas. CRITIC (arguing LOW): B1: problemSolving=2, spatialAwareness=3, strategicThinking=1, criticalThinking=1, memoryAttention=2, creativity=1, readingLanguage=2, mathSystems=0, learningTransfer=2, adaptiveChallenge=2 B2: teamwork=0, communication=0, empathy=0, emotionalRegulation=0, ethicalReasoning=0, positiveSocial=0 B3: handEyeCoord=4, fineMotor=3, reactionTime=4, physicalActivity=0 R1: variableRewards=2, streakMechanics=1, lossAversion=2, fomoEvents=0, stoppingBarriers=3, notifications=1, nearMiss=2, infinitePlay=3, escalatingCommitment=2, variableRewardFreq=2 R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0 R3: socialObligation=0, competitiveToxicity=0, strangerRisk=0, socialComparison=0, identitySelfWorth=0, privacyRisk=0 Reasoning: Grand Theft Auto: Vice City, as a strictly single-player experience with no interactive social mechanics, scores zero across all B2 categories. The narrative, while rich, involves engaging in ethically questionable actions as a mobster, actively working against positive ethical reasoning and emotional regulation. Despite its open world, cognitive benefits (B1) are limited, as gameplay primarily involves direct action rather than complex problem-solving or creative output. The game incurs moderate dopamine risks (R1) due to its open-ended nature and frequent rewards, but minimal monetization (R2) and social risks (R3) given the absence of microtransactions and stranger chat. === Round 2 === ADVOCATE (arguing HIGH): B1: problemSolving=4, spatialAwareness=4, strategicThinking=3, criticalThinking=3, memoryAttention=4, creativity=2, readingLanguage=3, mathSystems=0, learningTransfer=3, adaptiveChallenge=3 B2: teamwork=0, communication=0, empathy=1, emotionalRegulation=1, ethicalReasoning=1, positiveSocial=1 B3: handEyeCoord=4, fineMotor=3, reactionTime=4, physicalActivity=0 R1: variableRewards=2, streakMechanics=1, lossAversion=2, fomoEvents=0, stoppingBarriers=2, notifications=1, nearMiss=2, infinitePlay=3, escalatingCommitment=2, variableRewardFreq=2 R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0 R3: socialObligation=0, competitiveToxicity=0, strangerRisk=0, socialComparison=0, identitySelfWorth=0, privacyRisk=0 Reasoning: The critic significantly underestimates the cognitive engagement of Grand Theft Auto: Vice City. Its expansive open world necessitates constant problem-solving, strategic planning for missions, and strong spatial awareness for navigation and combat. While strictly single-player, the narrative complexity still fosters a low degree of empathy, emotional regulation through challenge management, and critical thinking about ethical choices within the game's context. Furthermore, while dopamine risks exist, the absence of modern manipulative design patterns like FOMO events or high stopping barriers in this older title slightly mitigates R1 concerns. CRITIC (arguing LOW): B1: problemSolving=3, spatialAwareness=5, strategicThinking=3, criticalThinking=2, memoryAttention=4, creativity=1, readingLanguage=3, mathSystems=1, learningTransfer=3, adaptiveChallenge=5 B2: teamwork=0, communication=0, empathy=0, emotionalRegulation=1, ethicalReasoning=0, positiveSocial=0 B3: handEyeCoord=5, fineMotor=4, reactionTime=5, physicalActivity=0 R1: variableRewards=1, streakMechanics=0, lossAversion=2, fomoEvents=0, stoppingBarriers=0, notifications=0, nearMiss=2, infinitePlay=1, escalatingCommitment=2, variableRewardFreq=1 R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0 R3: socialObligation=0, competitiveToxicity=0, strangerRisk=0, socialComparison=0, identitySelfWorth=1, privacyRisk=0 Reasoning: The advocate's B1 scores are overly generous, conflating tactical execution with robust cognitive development. While spatial awareness and adaptive challenge are present, the game's structured design and combat focus limit deep problem-solving, strategic thinking, and creativity. For B2, as a single-player game with a criminal theme, it offers negligible empathy or positive social development. Motor skills are accurately assessed, and the low risk scores are appropriate given the absence of modern monetization and social interaction features. === Final (weighted 40% advocate / 60% critic, Round 2) === B1: problemSolving=3, spatialAwareness=5, strategicThinking=3, criticalThinking=2, memoryAttention=4, creativity=1, readingLanguage=3, mathSystems=1, learningTransfer=3, adaptiveChallenge=4 B2: teamwork=0, communication=0, empathy=0, emotionalRegulation=1, ethicalReasoning=0, positiveSocial=0 B3: handEyeCoord=5, fineMotor=4, reactionTime=5, physicalActivity=0 R1: variableRewards=1, streakMechanics=0, lossAversion=2, fomoEvents=0, stoppingBarriers=1, notifications=0, nearMiss=2, infinitePlay=2, escalatingCommitment=2, variableRewardFreq=1 R2: spendingCeiling=0, payToWin=0, currencyObfuscation=0, spendingPrompts=0, childTargeting=0, adPressure=0, subscriptionPressure=0, socialSpending=0 R3: socialObligation=0, competitiveToxicity=0, strangerRisk=0, socialComparison=0, identitySelfWorth=1, privacyRisk=0 Curascore: 57 BDS: 0.440 RIS: 0.179
Conformité réglementaire
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À propos de ce jeu
Grand Theft Auto: Vice City is a third-person shooter with an open world. The game is set in a fictional city during the 1980’s and exhibits a unique design of locations, people, and objects, resembling the real world’s counterparts of Vice City, mainly Miami, FL.