Friday 28 February 2020

Videogames: The Sims FreePlay case study part 1 - Language & Audience

The Sims FreePlay - Language & Audience blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 1 - Language & Audience' and complete the following in-depth tasks.

Language / Gameplay analysis

Watch The Sims: FreePlay trailer and answer the following questions:




1) What elements of gameplay are shown?

The video has an uplifting soundtrack, a large variety of images, dramatic sound effects and accurate representations of everyday mundane aspects. These allow the audience to feel creative and offer them a sense of autonomy and control over certain aspects of the game, such as creating avatars and selecting different aspects of their built life.

2) What audience is the trailer targeting?

The Sims targets 13 + Females, especially mainstreamers / aspirants or working-class people who want diversion and gameplay aspiration. The lack of restrictions on race, gender and orientation makes the demographics very subjective.

3) What audience pleasures are suggested by the trailer?

The viewer pleasures indicated by the trailer are autonomy, distraction, a false sense of personal identity, and the ability to develop the human ideal as well as catharsis and personal relationships, as you can create domestic utopias and become emotionally attached to the sim in which you live vicariously.


Now watch this walk-through of the beginning of The Sims FreePlay and answer the following questions:



1) How is the game constructed?

Cinematic shots- adds to visual appeal to the game also provides tutorials- makes the game play easier 

2) What audience is this game targeting?

The game targets the teen with domestic ambitions and the female up. It enforces the philosophies of the Capitalist, Western' American Dream' and through the sense of autonomy it highlights the opportunity for headcanons and fan material.

3) What audience pleasures does the game provide?

The Sims maintains heteronormative, hegemonic values and still has a sense of individuality however the restricted options and limitations hinder most of the artistic licence. The game still has a sense of preparation and strategy as well as appealing to the relatively ordinary aspects of existence.

4) How does the game encourage in-app purchases?

This allows free trials of premium content, and strongly appeals to digital era customers ' impatient nature.


Audience


1) What critics reviews are included in the game information section?
"...plenty of hours of fun... at an excellent, non-existent, price." (148Apps)
"10/10.. one of the most addictive and highly polished games available and there's no excuse for anyone to not download it; especially since it is free to play" (148Apps) 


2) What do the reviews suggest regarding the audience pleasures of The Sims FreePlay?

The reviews say there is satisfaction in the game's streamlined yet high-quality construction as well as with the game's price-or lack of one-.

3) How do the reviews reflect the strong element of participatory culture in The Sims?

The reviews all suggest the game's addictive nature and the strong element of participatory culture that comes with creating your own fictional world at no cost.


Participatory culture


1) What did The Sims designer Will Wright describe the game as?

"each person comes to it with their own interest and picks their own goals"

2) Why was development company Maxis initially not interested in The Sims?

Initially, the company, Maxis, was not interested in the Sims because of the thought that the game idea of "doll house" appealed to younger girls and that "girls did not play video games."

3) What is ‘modding’?

Modding is where the games are being given modifications so that people can influence the game even more than what the official game play has to offer.

4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?

Textual poaching takes a text and re-edits it or manipulates it in order to create meanings which conform with the audiences ' own ideologies. Modding is similar to this, because they want to change and adjust elements of gameplay to suit their own audience.

5) Look specifically at p136. Note down key quotes from Jenkins, Pearce and Wright on this page.

  • "Today, there are thousands" of fan websites dedicated to the sims -Jenkins
  • 'The original Sims series has the most emergent fan culture of a single player game in history' - Pearce

6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”)

The Sims allowed gamers to fandom their own fandoms within the sims. For eg, fans will create sims based on their favourite Star Trek characters etc.

7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?

Transmedia storytelling' is the method where the primary text is distributed through various media channels and The Sims helped pioneer this paradigm as it allowed players from different fandoms to build and develop parallel worlds with their favourite characters and build fictional scenarios where they control their favourite superheroes etc.

8) How have Sims online communities developed over the last 20 years?

The ability to shape the game through the development and adaptation of various mods has created further divisions to grow within the Sims fandom.

9) Why have conflicts sometimes developed within The Sims online communities?

Owing to' hierarchies,' conflict has grown. Based on the levels of social and cultural capital acquired by the creators, this particular hierarchy has formed.

10) What does the writer suggest The Sims will be remembered for?

The writer of Sims argues that it will be remembered for its collaborative community and fandom. 


Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).

1) How is ‘modding’ used in The Sims?

Both to develop technical skills professionally and for social communication and emotional intelligence.

2) Why does James Paul Gee see The Sims as an important game?

He sees it as a' true game' taking gamers' over games'

3) What does the designer of The Sims, Will Wright, want players to do with the game?

James Paul views it as an essential game because it brings people beyond gaming and is not traditional but its' cutting edge' because women usually play games and design stuff.

4) Do you agree with the view that The Sims is not a game – but something else entirely?

I agree that while Sims is a game, because of the degree of participatory culture it empowers, it's transformed into something that's not gaming past. The shared concept of the sims network and its ability to suit and fulfil the desires of many specialties means that gamers have become increasingly diverse in their consumption of games.

5) How do you see the future of gaming? Do you agree with James Paul Gee that all games in the future will have the flexibility and interactivity of The Sims?

I think you can already see the change from media designed to self-made gaming by popularising the sandbox genre in recent years as well as the growing versatility of creating your own avatars and making your own decisions in well-known smartphone and console franchises.

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