Video games: The Sims Freeplay - Language and Representations

Q1) What elements of gameplay are shown?

Creation of character, the customisation of a sims character, the interaction with furry animals which are dogs and cats. There are weekly quests to do as a player to earn rewards weekly this is of great interest to the gamer. They also give you a job which is really interesting as a media student as it reinforces the idea of capitalism and the false idea of a "unattainable lifestyle"

2) What audience is the trailer targeting?

The audience they are targeting is female audiences who are teenagers who are interested in adult life and its daily complexities.

3) What audience pleasures are suggested by the trailer?

Home store to purchase in game goods perhaps even buying pets like dogs(very happy) and cats. There is also intertextuality in the TV show of Sims Chef which is reference to MasterChef a really cool detail.

4) How is the game constructed?

The game is constructed for you to play daily. They give you weekly quests. They give you XP and in game currency. Loads of different activities like farming etc. 

5) What audience is this game targeting?

The audience they are targeting is female audiences who are teenagers who are interested in adult life and its daily complexities.

6) What audience pleasures does the game provide?

Personal relationships with in game pets and SIMS characters(even romance). Entertainment for the person playing, living this dream life is entertainment for many especially for women.


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

Through time and faster time it is only viable through lets play crystals which you buy.
Through free earned coins to earn/get faster timed constructions for buildings.


Representations

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?

The Chic Boutique update where you buy all this highly expensive fashionable outfits and accessories. This reinforces dominant ideologies about gender especially for the female gender. The teen update reinforces western dominant ideologies such as working hard getting good grades securing a job. This is a very capitalistic way of seeing things.

2) What stereotypes have you identified in The Sims FreePlay?

The stereotypes I have identified in the Sims Free play is the idea of in order to be successful you must get a job or go to school and get good grades. The basic concept of capitalism although it is very realistic the game doesn't portray itself as you being able to explore and have unlimited options it forces you to get a job.

Gender stereotypes is very stereotypical such as the woman love fashion and make up. In the customisation section there is loads of options for the female side but not the male it chooses to give more options to the female side which is their target audience and how they attract certain demographics.

3) What media theories can you apply to representations in The Sims FreePlay?

Stuart Halls reception theory is a very good representations to apply to the Sims FreePlay. 

All audiences have three different interpretations of the media. The dominant is the most obvious reading that the media product wants to convey. There is the oppositional reading where the audience takes the complete opposite of what wants to be conveyed. For example The Sims DLC Police pack had a lot of diversity such as black white asian a lot of different races, the preferred reading is that there is a lot of diversity which endorses cultural harmony but one detail could change the audiences perspective. The chief of police was a white man the oppositional reading could be that people in higher power are typically white.


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?

Enough that makes the player feel like they’re playing something real and progressive otherwise theres no point. It is never too realistic such as breaking bones or huge amounts of blood as that might massively change the games atmosphere from a human simulator to a survival simulator which is not what they intend.

2) How has The Sims tried to create more realistic representations of ethnicity?

They try to have as much racial awareness as they possibly can without creating harmful stereotypes which can be then regurgitated through the media which isn’t the best idea.



3) How has The Sims responded to racism and sexism in society?

They don’t tolerate it at all. They take a peaceful approach they tolerate the choosing of sexuality and wont mind it at all although they stuck with same sex relationships.

4) What is The Sims perspective on gender fluidity and identity?

They don’t mind it at all. They tolerate the choosing of sexuality and gender. they allowed same sex relationships even though they first got coverage from two men kissing which is funny.

5) How does The Sims reinforce the dominant capitalist ideologies of American culture?

They make the successful route for the child to go to school and work hard to get good grades it doesn’t pursue any other dream or possible objective that the player wants. A person needs to do something they have to get a job nothings possible without it.


Read this New Normative feature on LGBTQ representation in The Sims franchise (the website link no longer works but that will take you to the text of the article - you'll need your Greenford Google login to access). Answer the following questions:

1) How did same-sex relationships unexpectedly help the original Sims game to be a success?

At a preview for the game at a convention, they didn’t code or add any functions for only a man and women to kiss so two males kissed at a wedding which was very odd for the time and got famous for that although it was a complete accident. 

2) How is sexuality now represented in The Sims?

Very different like Gaunlett said generations differ and such ideas change over time which is exactly what happened with the Sims.

3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?

It allows their community to be celebrated and feel included which is what the fans wanted.
It also brings a much bigger audience which is good for both the company and the community.

4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?

5) How is sexuality represented in the wider videogames industry today?

Sexuality is very fluid many different feelings have appeared over time and are accepted. The video game industry have many characters with different sexualities and that includes more audiences into the games which is a nice thing for both the player and the company

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?

It isn't nice. The whole idea of playing a game is to remove yourself from reality and jump into fictional madness. The Sims does the opposite it brings in ideas like caring for a baby or getting a job or getting good grades. The people don't want real life they want escapism

2) What audience pleasures did the writer previously find in The Sims franchise?

Personal relationships, building a relationship with your Sims character as you see their life develop audiences enjoy seeing that. Entertainment is also another factor.

3) Why the does the writer mention an example of a washer and dryer as additional DLC?

Such basic and dull items it really isn't that interesting and cool to add to the game. No excitement in the game is what the writer really hated.

4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?

In my opinion, The Sims achieved the realism bit really hard. I do think this a negative for both the franchise and audiences. Games are meant to let you try different and unique things that your not meant to do. Its meant to be a distraction to many rather than shoving them back in that cage.

5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?

To tell the lines between real and fake is really hard to do with The Sims. All the game does is copy and add things from real life into the game and has almost become a replica of real life. Going to school, get good grades and get a job.


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?

To interact with audiences and see their creative and fresh ideas which can change and impact the game that they play and love. It also keeps your player base in the loop.

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 are mainly announcements for updates for the game. The one that they do is post memes for the audience to laugh at or perhaps suggestions which can create instant discussion.

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?

Loads and it does make sense. Many people who have stayed with the game for a long time may have spent real money to gain the best experience possible. Updates allow them to stay on top of the game and new creative updates can reignite the passion that they have for the game.

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?

Sponsors for the game. They tweet about the game or the update while subtly introducing a sponsor and a link that leads to the website.

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