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?

the game reinforces capitalist ideologies
the teen expansion pack shows that teen girls hobbies are reading

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

women's interests are fashion and beauty

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

Hall- stereotypes
Butler gender is a performance

1) How realistic does The Sims intend to be?

it reflects real life but the aim isn't to be realistic

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

they try to be more diverse by representing multiple ethnicities

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

The Sims do not tolerate racism or sexism and they try show this with diversity and same sex marriage and working women

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

they support gender fluidity as they have same sex marriage options

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

they reinforce capitalist ideologies as they show that when the sims work hard they get to buy valuable things

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

it drew positive publicity to the game as they are pro LGBTQ and would gain suppport from that community

2) How is sexuality now represented in The Sims?

sexuality is fluid in the sims

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

fans were pleased by the LGBTQ inclusivity as that community is under represented in the media and video games

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

ESRB corrected that after the game shipped and same-sex support was an automatic M.”
Through a lot of effort, determination and standing their ground, EA was able to convince the ESRB to maintain the game’s T-rating

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

traditionally only heterosexual relationships were represented in the media and video games industry but this has been changing and they are becoming more inclusive and representative

1) What does the article suggest about the representation of real life in The Sims 4?

The sims reflect virtual life with no barriers or limitations meaning it is escapism because it is the life one hasn't lived.

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

diversion, personal relationship and identity

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

it reflects real life chores

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

players enjoy how realistic it is but it could be an error if it is too realistic as players want an escape not an extension of real life

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

The actions you take in the game are closely linked to real-life however you create a life and characters which are not real.

1) What is the purpose of The Sims FreePlay social media channels?

promoting extensions and new features

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.

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?

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


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