University of Tennessee Launches College Class on Grand Theft Auto and American History

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In a fascinating and groundbreaking development for the world of academia, the University of Tennessee, Knoxville has announced a new college course that will use the Grand Theft Auto series as a primary framework for examining modern American history. The class, titled “Grand Theft America: U.S. History Since 1980 through the GTA Video Games,” is set to begin in January 2026. This move highlights the growing recognition of video games as a legitimate medium for historical and cultural study, moving them from the margins to the mainstream of academic discourse. The course will be taught by history professor Tore Olsson, who previously gained notoriety for a similar class focused on Rockstar’s other hit franchise, Red Dead Redemption.

The course is not a video game lore class or a gaming club; it’s a serious academic inquiry that will use the satirical and detailed worlds of Grand Theft Auto to explore real-world social, political, and economic events. According to Professor Olsson, the class is “much more about American history than the games themselves,” with the games providing the structure for a deeper exploration of the past. The course will delve into significant historical periods and events, including the deregulation of the 1980s, the Los Angeles riots of 1992, the rise of modern media, and the culture of post-9/11 America. This approach promises to offer a unique and engaging way for students to connect with historical concepts, using a medium that is deeply embedded in modern culture. Interestingly, the class was planned to include GTA 6, but due to the game’s recent delay to May 26, 2026, the curriculum will focus on past entries in the series.

Unpacking the Syllabus: What Students Will Study

The syllabus for “Grand Theft America” reveals a thoughtful and comprehensive approach to using the games as a teaching tool. Here’s a look at what students can expect:

  • No Gaming Required: The class will not require students to own or play the games. Professor Olsson has stated that this is to avoid placing a financial burden on students. Instead, the class will use curated video clips, screenshots, and in-game radio segments to provide context and examples.
  • Thematic Exploration: Each game will be used to explore a specific historical period. For example, GTA: San Andreas will be used as a lens to examine the socio-political climate of early 1990s Los Angeles, including the 1992 L.A. Riots. The game’s narrative, which follows protagonist CJ’s return to a neighborhood torn apart by gang violence and police corruption, will serve as a starting point for discussions on real-world events and their historical context.
  • Academic Rigor: The class will feature academic readings, discussions, and essays on real historical events and themes. The games will be used as case studies to prompt discussions, not as a source of factual information. This rigorous academic approach is what sets the course apart from a simple fan-based discussion.

The Broader Context: Video Games in Academia

The announcement of this Grand Theft Auto class is part of a larger trend in academia. As video games continue to mature as an art form and a cultural force, more universities and colleges are creating courses that examine their history, design, and cultural impact. For instance, the University of Tennessee’s own professor, Tore Olsson, has already established a precedent with his Red Dead Redemption class, which was well-received in academic circles. Other institutions have offered classes on the history of video games, game design, and even the social and ethical implications of gaming. This shift reflects a growing understanding that video games, much like film or literature, are a powerful medium that can both reflect and shape society.

This class is a testament to the cultural longevity and critical importance of the Grand Theft Auto franchise. For decades, the series has been a source of both controversy and fascination, and its satirical take on American life has resonated with millions. By bringing it into the classroom, the University of Tennessee is not only offering an innovative learning experience but is also affirming the cultural significance of the series. The move is a significant milestone for the gaming industry and provides a powerful source of high-CPC keywords and discussion for students, educators, and the broader public alike.

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