Videogames: The Sims FreePlay part 3 - Representation
Textual analysis
Re-watch some of the expansion pack trailers and answer the following questions:
1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?
Reinforce dominant ideologies-
2) What stereotypes have you identified in The Sims FreePlay?
3) What media theories can you apply to representations in The Sims FreePlay?
Representation reading
Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:
1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?
Reinforce dominant ideologies-
- A capitalist society- you have to go to school, get an education, find a job
- People as consumers- lots of examples of Sims spending money and this being desirable (Boutique expansion)
- The police represented positively
2) What stereotypes have you identified in The Sims FreePlay?
- Reinforcing traditional gender roles- boys like karate and blue, girls like ballet and pink
- Being young is desirable (older people excluded from the game)
- The rich people are predominately white
3) What media theories can you apply to representations in The Sims FreePlay?
- Judith Butler- 'gender as a performance'
- Gauntlett- 'younger generations aren't afraid of social changes' (homosexuality)
- bell hooks- power structures in society (police officers)
- Gauntlett- gender fluidity (gay kiss at end)
- Gilroy- Double consciousness
- Gramsci- marxism and hegemony
Representation reading
Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:
1) How realistic does The Sims intend to be?
The Sims intends to be realistic in a sense that it will be believable to those who play it. Therefore, it will include love, family, work, emotions but it will not include gruesome details like blood or broken bones. Maxis' PR manager, Charlie Sinhaseni states “We’re not really looking for realism, we’re looking more for believability.”
2) How has The Sims tried to create more realistic representations of ethnicity?
They have tried to create more realistic representations of ethnicity by making the 'Create a Sim' feature more customisable and with less restriction. They are adding more details to alter the appearance of a Sim with less stereotypical ways of representing different ethnicities.
3) How has The Sims responded to racism and sexism in society?
The game does not include any racism or sexism. "Our game is kind of a caricature of life. We don’t really have a message—there’s no racism message, there’s no tolerance message. We have same-sex marriage in our game. Our Sims will not discriminate based on gender preference whatsoever. But there’s a line where it becomes too real. The only manner of hatred we have in the game is between incompatible Sims, something that’s driven by the traits of the Sim—a hotheaded Sim, or a Sim who hates children."
However, if the player wants to play in an intolerent way, they have the option to do so.
4) What is The Sims perspective on gender fluidity and identity?
Currently, and the way it has always been, players have only two genders to choose from - 'male' and 'female'. Maxis' PR manager states that gender fluidity has been a topic the team has been discussing a lot. They have thought about whether they should add other gender identities or not have any gender option at all but it is not something that has come to a final decision yet.
5) How does The Sims reinforce the dominant capitalist ideologies of American culture?
5) How does The Sims reinforce the dominant capitalist ideologies of American culture?
The Sims reinforces the dominant capitalist ideologies of American culture where one is expected to go to school, find a job and make money so they can provide for their families. However, the player has the freedom to not play by these rules if they don't wish to do so, this is less true for The Sims Freeplay, where you are less in control of the game than PC versions.
Read this New Normative feature on LGBTQ representation in The Sims franchise and answer the following questions:
1) How did same-sex relationships unexpectedly help the original Sims game to be a success?
Same-sex relationships were probably the main factor that led to the game's popularity. During a showcase of the game at E3, audiences were shocked and pleased when they were able to form relationships between the same-sex. It was something that had never been done before in the gaming industry and it recieved massive positivity from gamers and critics.
Same-sex relationships were probably the main factor that led to the game's popularity. During a showcase of the game at E3, audiences were shocked and pleased when they were able to form relationships between the same-sex. It was something that had never been done before in the gaming industry and it recieved massive positivity from gamers and critics.
2) How is sexuality now represented in The Sims?
Sexuality is left in the hands of the player. The player has the option to let their Sim be any sexuality they want; they are not constricted by traditional gender roles. However, if a sim engaged in romantic interactions with same-sex characters, opposite-sex characters or a mix of the two repeatedly over time, they would eventually adopt that as their natural preference. Though there were still some concessions made – same-sex characters weren’t able to get married and were referred to as “roommates”.
Sexuality is left in the hands of the player. The player has the option to let their Sim be any sexuality they want; they are not constricted by traditional gender roles. However, if a sim engaged in romantic interactions with same-sex characters, opposite-sex characters or a mix of the two repeatedly over time, they would eventually adopt that as their natural preference. Though there were still some concessions made – same-sex characters weren’t able to get married and were referred to as “roommates”.
3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?
Fans praised the game for including LGBTQ relationships in the game because it was a step forward for gay-rights and equality. The game didn't make it a big deal and treated it as a non-issue, it was completely normal and fans appreciated this because it allowed them to have freedom and follow their own path.
Fans praised the game for including LGBTQ relationships in the game because it was a step forward for gay-rights and equality. The game didn't make it a big deal and treated it as a non-issue, it was completely normal and fans appreciated this because it allowed them to have freedom and follow their own path.
4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?
American regulator ESRB gave the Sims an M rating due to its same-sex support. In response to this, EA fought hard in convincing ESRB that the game should maintain its T-rating.
American regulator ESRB gave the Sims an M rating due to its same-sex support. In response to this, EA fought hard in convincing ESRB that the game should maintain its T-rating.
5) How is sexuality represented in the wider videogames industry today?
Some games have also started integrating same-sex relationships into their games. Examples include Fable, a popular RPG series on Xbox and Xbox 360, allowed players to have gay and lesbian relationships, and The Last of Us Part II recently made waves with a lesbian kiss of its own at E3 2018. However, there are still many games that lag behind and the gaming industry still needsa lot of improvement regarding this matter.
Some games have also started integrating same-sex relationships into their games. Examples include Fable, a popular RPG series on Xbox and Xbox 360, allowed players to have gay and lesbian relationships, and The Last of Us Part II recently made waves with a lesbian kiss of its own at E3 2018. However, there are still many games that lag behind and the gaming industry still needsa lot of improvement regarding this matter.
Reality, postmodernism and The Sims
Read this Paste Magazine feature on reality and The Sims franchise. Answer the following questions:
1) What does the article suggest about the representation of real life in The Sims 4?
The article suggests that the Sims 4 doesn't have the same excitement as the Sims 3. The Sims 4 is too real and the writer questions how one can 'escape from real life' (the main reason people play videogames) when they are constricted in a game that requires them to live a normal, traditional, domestic life.
" The Sims 3 was a magic fantasy free for all smorgasboard of human indulgence. The Sims 4 is basically real adult life and I fucking hate it."
2) What audience pleasures did the writer used to find in The Sims franchise?
The writer loved the magic and fantasy available in The Sims franchise. In particular, the ability to do things you couldn't do in real life and the inventive and mischievous ways to act out or blow off steam.
3) Why does the writer mention an example of a washer and dryer as additional DLC?
The writer expresses her disappointment in that particular DLC. She never ended up using the expansion because it reminded her of real life- "I have no desire to do laundry in real life, why would I do it in a Sims game after so many years of not having to at all? "
4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?
In my opinion, I think the game has made an error in making the game too realistic. Part of The Sims' pleasures is having the ability to try things out that you are unable to do in real life. If the game resembles real life routine, then there isn't much fun to it. Games are meant as a way of diversion (Blumler and Katz) and making the franchise too realistic means it has lost its appeal.
5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?
Baudrillard discusses the increasingly blurred line between real and constructed. In terms of The Sims, the line has practically vanished. The game has become an exact replica of real life and it reinforces the traditional ideologies of a capitalist life- going to school, finding a job, earning money and starting a family.
The Sims FreePlay social media analysis
Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:
1) What is the purpose of The Sims FreePlay social media channels?
The purpose of The Sims FreePlay social media channels is to keep players aware of any new updates available or coming soon.
2) Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.
The posts below allow audience interaction because they ask the audience questions. The followers also have the option to comment on a post to share their ideas and even tweet their own content that The Sims FreePlay can then retweet.
3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?
There are many requests for new content from gamers on the Facebook page. This is important for the appeal of the game because fans are able to let the creators know what they want and for them to get regular updates.
4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?
As well as posts alerting players of new updates approaching, advertising appears to be a clear revenue stream for EA.
5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?
The Sims FreePlay social media presence is an example of Baudrillard's hyperreality and simulacra because it is a constructed media account that is documenting something that is also constructed. We now live in a culture where the 'fake' is more readily accepted than the 'real and The Sims is a perfect example of this.
Extension: Postmodernism academic reading
If you're interested (or planning on studying Media or Cultural Studies at university), read this highly academic and challenging summary of hyperreality, implosion and postmodern theory from the University of Chicago. Consider how these approaches apply to the digital media landscape we’ve been studying and in particular the videogame industry and franchises like The Sims and Tomb Raider.
Read this Paste Magazine feature on reality and The Sims franchise. Answer the following questions:
1) What does the article suggest about the representation of real life in The Sims 4?
The article suggests that the Sims 4 doesn't have the same excitement as the Sims 3. The Sims 4 is too real and the writer questions how one can 'escape from real life' (the main reason people play videogames) when they are constricted in a game that requires them to live a normal, traditional, domestic life.
" The Sims 3 was a magic fantasy free for all smorgasboard of human indulgence. The Sims 4 is basically real adult life and I fucking hate it."
2) What audience pleasures did the writer used to find in The Sims franchise?
The writer loved the magic and fantasy available in The Sims franchise. In particular, the ability to do things you couldn't do in real life and the inventive and mischievous ways to act out or blow off steam.
3) Why does the writer mention an example of a washer and dryer as additional DLC?
The writer expresses her disappointment in that particular DLC. She never ended up using the expansion because it reminded her of real life- "I have no desire to do laundry in real life, why would I do it in a Sims game after so many years of not having to at all? "
4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?
In my opinion, I think the game has made an error in making the game too realistic. Part of The Sims' pleasures is having the ability to try things out that you are unable to do in real life. If the game resembles real life routine, then there isn't much fun to it. Games are meant as a way of diversion (Blumler and Katz) and making the franchise too realistic means it has lost its appeal.
5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?
Baudrillard discusses the increasingly blurred line between real and constructed. In terms of The Sims, the line has practically vanished. The game has become an exact replica of real life and it reinforces the traditional ideologies of a capitalist life- going to school, finding a job, earning money and starting a family.
The Sims FreePlay social media analysis
Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:
1) What is the purpose of The Sims FreePlay social media channels?
The purpose of The Sims FreePlay social media channels is to keep players aware of any new updates available or coming soon.
2) Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.
The posts below allow audience interaction because they ask the audience questions. The followers also have the option to comment on a post to share their ideas and even tweet their own content that The Sims FreePlay can then retweet.
3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?
There are many requests for new content from gamers on the Facebook page. This is important for the appeal of the game because fans are able to let the creators know what they want and for them to get regular updates.
As well as posts alerting players of new updates approaching, advertising appears to be a clear revenue stream for EA.
5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?
The Sims FreePlay social media presence is an example of Baudrillard's hyperreality and simulacra because it is a constructed media account that is documenting something that is also constructed. We now live in a culture where the 'fake' is more readily accepted than the 'real and The Sims is a perfect example of this.
Extension: Postmodernism academic reading
If you're interested (or planning on studying Media or Cultural Studies at university), read this highly academic and challenging summary of hyperreality, implosion and postmodern theory from the University of Chicago. Consider how these approaches apply to the digital media landscape we’ve been studying and in particular the videogame industry and franchises like The Sims and Tomb Raider.
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