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->''...we tell you what's good. Then play play play it 'til you like it.''

to:

->''...we We tell you what's good. Then play play play it 'til you like it.''


Not to be confused with the "''VideoGame/GuitarHero'' Effect"--a phrase meaning RevivalByCommercialization[[note]]even though the ''Grand Theft Auto'' Effect can occur with songs that appear in ''Guitar Hero''[[/note]].


-->--'''A [[Radio/GTARadio Flash FM]] slogan''', ''VideoGame/GrandTheftAutoViceCity''

to:

-->--'''A -->-- '''A [[Radio/GTARadio Flash FM]] slogan''', ''VideoGame/GrandTheftAutoViceCity''


The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme From ''[[Film/TwoThousandOneASpaceOdyssey 2001]]''", or associate "The War March of the Priests" with the BugsBunny short or "Entry of the Gladiators"[[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit--for example, Music/TheWho's "Who Are You?" as the theme song for ''Series/{{CSI}}''. See also StandardSnippet.

to:

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme From ''[[Film/TwoThousandOneASpaceOdyssey 2001]]''", or associate "The War March of the Priests" with the BugsBunny WesternAnimation/BugsBunny short or "Entry of the Gladiators"[[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit--for example, Music/TheWho's "Who Are You?" as the theme song for ''Series/{{CSI}}''. See also StandardSnippet.


->''"...we tell you what's good. Then play play play it 'til you like it."''
-->-- '''A [[GTARadio Flash FM]] slogan''', from ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]''

to:

->''"...->''...we tell you what's good. Then play play play it 'til you like it."''
-->-- '''A [[GTARadio
''
-->--'''A [[Radio/GTARadio
Flash FM]] slogan''', from ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]''
''VideoGame/GrandTheftAutoViceCity''



As far as VideoGames, one of the most noticeable media for this effect, are concerned ''VideoGame/GrandTheftAuto'' series was a pioneer in this area, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]'', hence the alternative term "''Grand Theft Auto Effect''". Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.

This changed in 2002. After the success of ''VideoGame/GrandTheftAutoIII'' and the popularity of its (mostly original) radio stations, Rockstar Games was confident that it could make money on a game with nearly 100 licensed musical tracks from several labels. This proved successful, so they took it a step further in the next sequel and licensed over 150 songs ''without any repeats from the previous game.''

In both games, you spent a vast majority of the time in a vehicle. You didn't have to listen to music, but most players would listen to something. Each radio station only offered maybe an hour's worth of content (which tended to jump formats), repeats were both inevitable and (often) infuriating.

For many people, particular songs had a tendency to stand out and become permanently ingrained. There are many songs in the game, and most of them still get played a lot in RealLife. So situations would often come up where a person hears a song on the radio and immediately thinks of the ''Grand Theft Auto'' game it was featured in ("I Ran" is an especially common example, due to being featured in ''Vice City'''s trailer).

Another curious effect is that a person would hear a song that they disliked or from a genre they wouldn't listen to, and it would grow on them as it's repeated (known in psychology as [[http://en.wikipedia.org/wiki/Mere_exposure_effect the mere exposure effect]]). Advertising at its finest.

You can also get a pang of nostalgia from the stuff that some not-so-famous musicians came up with for the first two ''GTA'' games -- "Taxi Drivers Must DIEEEEEEEEEEE!" It's just that you are much less likely to run into those songs if you aren't playing those games.

to:

As far as VideoGames, one VideoGames (one of the most noticeable media for this effect, effect) are concerned concerned, the ''VideoGame/GrandTheftAuto'' series was a pioneer in this area, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' ''VideoGame/GrandTheftAutoViceCity'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]'', ''VideoGame/GrandTheftAutoSanAndreas'', hence the alternative term "''Grand Theft Auto Effect''". Auto'' Effect". Before those two games, popular music in video games was rare because of the expensive [[MoneyDearBoy expensive]] and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] it]]. Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely two--rarely of anyone famous famous, because songs by famous people cost more.

This changed in 2002. After the success of ''VideoGame/GrandTheftAutoIII'' and the popularity of its (mostly original) radio stations, [[Creator/TakeTwoInteractive Rockstar Games Games]] was confident that it could make money on a game with nearly 100 licensed musical tracks from several labels. This proved successful, so they took it a step further in the next sequel and licensed over 150 songs ''without any repeats from the previous game.''

game''.

In both games, you spent a the vast majority of the time in a vehicle. You didn't have to listen to music, but most players would listen to something. Each radio station only offered maybe an hour's worth of content (which tended to jump formats), so repeats were both inevitable and (often) infuriating.

For many people, particular songs had a tendency to stand out and become permanently ingrained. There are many songs in the game, games and most of them still get played a lot in RealLife. So RealLife, so situations would often come up where a person hears a song on the radio and immediately thinks of the ''Grand Theft Auto'' game it was featured in ("I Ran" is an especially common example, due to being featured in ''Vice City'''s trailer).

Another curious effect is that a person would hear a song that they disliked or from a genre they wouldn't listen to, to and it would grow on them as it's it repeated (known (which is known in psychology as [[http://en.wikipedia.org/wiki/Mere_exposure_effect the mere exposure effect]]). Advertising at its finest.

You can also get a pang of nostalgia from the stuff that some not-so-famous musicians came up with for the first two ''GTA'' games -- "Taxi games--"Taxi Drivers Must DIEEEEEEEEEEE!" It's just that you are you're much less likely to run into those songs if you aren't playing those games.



Not to be confused with the "''GuitarHero'' effect" -- a phrase meaning RevivalByCommercialization [[note]]even though the Grand Theft Auto Effect can occur with songs that appear in ''Guitar Hero''.[[/note]]

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''[[Film/TwothousandOneASpaceOdyssey 2001]]''", or associate "The War March of the Priests" with the BugsBunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example Music/TheWho's "Who are you?" the theme song for Series/{{CSI}}. See also StandardSnippet.

to:

Not to be confused with the "''GuitarHero'' effect" -- a "''VideoGame/GuitarHero'' Effect"--a phrase meaning RevivalByCommercialization [[note]]even RevivalByCommercialization[[note]]even though the Grand ''Grand Theft Auto Auto'' Effect can occur with songs that appear in ''Guitar Hero''.[[/note]]

Hero''[[/note]].

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''[[Film/TwothousandOneASpaceOdyssey From ''[[Film/TwoThousandOneASpaceOdyssey 2001]]''", or associate "The War March of the Priests" with the BugsBunny short or "Entry of the Gladiators" [[note]]Originally Gladiators"[[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example culprit--for example, Music/TheWho's "Who are you?" Are You?" as the theme song for Series/{{CSI}}.''Series/{{CSI}}''. See also StandardSnippet.


The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example Music/TheWho's "Who are you?" the theme song for CSI. See also StandardSnippet.

to:

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", ''[[Film/TwothousandOneASpaceOdyssey 2001]]''", or associate "The War March of the Priests" with the Bugs Bunny BugsBunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example Music/TheWho's "Who are you?" the theme song for CSI.Series/{{CSI}}. See also StandardSnippet.


The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example TheWho's "Who are you?" the theme song for CSI. See also StandardSnippet.

to:

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example TheWho's Music/TheWho's "Who are you?" the theme song for CSI. See also StandardSnippet.


The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example the Who's "Who are you?" the theme song for CSI. See also StandardSnippet.

to:

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example the Who's TheWho's "Who are you?" the theme song for CSI. See also StandardSnippet.


The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. See also StandardSnippet.

to:

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. Television theme songs are also a common culprit, for example the Who's "Who are you?" the theme song for CSI. See also StandardSnippet.


When a video game repeats certain songs sufficiently frequently, players of that game will associate the song with the game whenever they hear it regardless of circumstance.

to:

When a video game work repeats certain songs sufficiently frequently, players fans of that game work will associate the song with the game work whenever they hear it regardless of circumstance.



The ''VideoGame/GrandTheftAuto'' series was a pioneer in this area, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]'', hence the alternative term "''Grand Theft Auto Effect''". Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.

to:

The As far as VideoGames, one of the most noticeable media for this effect, are concerned ''VideoGame/GrandTheftAuto'' series was a pioneer in this area, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]'', hence the alternative term "''Grand Theft Auto Effect''". Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.



For many players, particular songs had a tendency to stand out and become permanently ingrained. There are many songs in the game, and most of them still get played a lot in RealLife. So situations would often come up where a person hears a song on the radio and immediately thinks of the ''Grand Theft Auto'' game it was featured in ("I Ran" is an especially common example, due to being featured in ''Vice City'''s trailer).

Another curious effect is that the player would hear a song that they disliked or from a genre they wouldn't listen to, and it would grow on them as it's repeated (known in psychology as [[http://en.wikipedia.org/wiki/Mere_exposure_effect the mere exposure effect]]). Advertising at its finest.

to:

For many players, people, particular songs had a tendency to stand out and become permanently ingrained. There are many songs in the game, and most of them still get played a lot in RealLife. So situations would often come up where a person hears a song on the radio and immediately thinks of the ''Grand Theft Auto'' game it was featured in ("I Ran" is an especially common example, due to being featured in ''Vice City'''s trailer).

Another curious effect is that the player a person would hear a song that they disliked or from a genre they wouldn't listen to, and it would grow on them as it's repeated (known in psychology as [[http://en.wikipedia.org/wiki/Mere_exposure_effect the mere exposure effect]]). Advertising at its finest.



Other video games have had the same effect (either through causing it or by being a victim of it) to varying degrees.

to:

Other video games works have had the same effect (either through causing it or by being a victim of it) to varying degrees.


The ''VideoGame/GrandTheftAuto'' series was a pioneer in this area, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]''. Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.

to:

The ''VideoGame/GrandTheftAuto'' series was a pioneer in this area, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]''.Andreas]]'', hence the alternative term "''Grand Theft Auto Effect''". Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.


The former TropeNamer is the ''VideoGame/GrandTheftAuto'' series, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]''. Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.

to:

The former TropeNamer is the ''VideoGame/GrandTheftAuto'' series, series was a pioneer in this area, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]''. Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.


[[redirect:GrandTheftAutoEffect]]

to:

[[redirect:GrandTheftAutoEffect]] ->''"...we tell you what's good. Then play play play it 'til you like it."''
-->-- '''A [[GTARadio Flash FM]] slogan''', from ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]''

When a video game repeats certain songs sufficiently frequently, players of that game will associate the song with the game whenever they hear it regardless of circumstance.

This can get distracting.

The former TropeNamer is the ''VideoGame/GrandTheftAuto'' series, most specifically ''[[VideoGame/GrandTheftAutoViceCity Grand Theft Auto: Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas Grand Theft Auto: San Andreas]]''. Before those two games, popular music in video games was rare because of the expensive and [[UsefulNotes/{{Copyright}} complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and [=CDs=] and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.

This changed in 2002. After the success of ''VideoGame/GrandTheftAutoIII'' and the popularity of its (mostly original) radio stations, Rockstar Games was confident that it could make money on a game with nearly 100 licensed musical tracks from several labels. This proved successful, so they took it a step further in the next sequel and licensed over 150 songs ''without any repeats from the previous game.''

In both games, you spent a vast majority of the time in a vehicle. You didn't have to listen to music, but most players would listen to something. Each radio station only offered maybe an hour's worth of content (which tended to jump formats), repeats were both inevitable and (often) infuriating.

For many players, particular songs had a tendency to stand out and become permanently ingrained. There are many songs in the game, and most of them still get played a lot in RealLife. So situations would often come up where a person hears a song on the radio and immediately thinks of the ''Grand Theft Auto'' game it was featured in ("I Ran" is an especially common example, due to being featured in ''Vice City'''s trailer).

Another curious effect is that the player would hear a song that they disliked or from a genre they wouldn't listen to, and it would grow on them as it's repeated (known in psychology as [[http://en.wikipedia.org/wiki/Mere_exposure_effect the mere exposure effect]]). Advertising at its finest.

You can also get a pang of nostalgia from the stuff that some not-so-famous musicians came up with for the first two ''GTA'' games -- "Taxi Drivers Must DIEEEEEEEEEEE!" It's just that you are much less likely to run into those songs if you aren't playing those games.

Other video games have had the same effect (either through causing it or by being a victim of it) to varying degrees.

Not to be confused with the "''GuitarHero'' effect" -- a phrase meaning RevivalByCommercialization [[note]]even though the Grand Theft Auto Effect can occur with songs that appear in ''Guitar Hero''.[[/note]]

The same thing can happen when previously-composed music is used in films (live action or animated). How many people think of "Thus Spoke Zarasthustra" as "Theme from ''2001''", or associate "The War March of the Priests" with the Bugs Bunny short or "Entry of the Gladiators" [[note]]Originally a Czech military march[[/note]] as "The Clown Song" from nearly anything to feature a circus. See also StandardSnippet.
----

Added DiffLines:

[[redirect:GrandTheftAutoEffect]]

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