Wednesday, January 22, 2020

Sims Representation

Textual analysis

1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?
  • Reinforces a capitalist society where you have to work and be successful.
  • People as consumers- lots of examples of Sims spending money and this being desirable 
  • Gameplay has been feminised to appeal to the female audience
  • Reinforces some gender stereotypes
2) What stereotypes have you identified in The Sims FreePlay?

Female Sim in pink bedroom doing her homework/schoolwork where as the male Sim is in a blue bedroom. The male character is also shown to do more masculine stereotyped activities like doing karate and playing drums. Mainly female Sims shown to shop and catwalk etc HOWEVER Chic Boutique extension pack uses male Sims also and feminises masculinity 

3) What media theories can you apply to representations in The Sims FreePlay?
  • Van Zoonen - gender stereotypes
  • bell hooks - power structures in society
  • Gauntlett - fluidity of identity 
  • Hall- approaches to representation /encoding and decoding 
  • Gramsci - marxism and hegemony

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?

Realistic enough to make it believable without having to over step boundaries.

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

By making the character's look less cartoonish.

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

Sim's are only ever judged by their characteristics rather than their appearance meaning it's literally impossible for Sim's to be either racist/sexsist as they are coded to only judge others based of randomly generated characteristics.

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

It allows same sex marriage and people to create whatever character they wish to make so it in a way supports the idea through giving all the players the option to do it.

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

The main insentive used by the game to get people to continue playing is by giving money to players for completing certain tasks. One of the main goals that the game offers from the beginning to the end of the game is increasing the worth of the town and how much the town is worth overall. 


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 received massive positivity from gamers and critics".
2) How is sexuality now represented in The Sims?

There is now a lot of freedom and it is now possible to have same sex relationships etc.
3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?
It was praised as it giving a good representation of what LGBTQ+ rights should be like.
4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?

ESRB rated the game higher than before, meaning the game becomes unacceptable for younger audiences due to the addition of Sex. This meant that The Sims had two options, either removing the option and disappointing a lot of fans, or taking the M rating. They ended up teaming up with EA and managed to convince the ESRB that they should be granted a T-rating. 

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

There's a much wider acceptance of characters that identify with the LGBTQ and giving them representation in video games.

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 doesn't have the magic or fantasy to provide escapism, the more realistic simulation of life drives away from the games original idea of diversion(Uses and Gratifications).

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

Diversion.

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

They didn't want their Sims to do something that they didn't like doing in real life.

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

No, The Sims still uses unrealistic aspects of time and the freedom the user has to do whatever they want is still an appealing aspect to the game.

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

There is a simulation of real life inside a game played by real people.

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 social media oages are there to promote the game. The Twitter page posts updates on game patches, retweets people who play walkthroughs or gameplay videos.

The Facebook page shows things that the player can do inside the game, usually more aspects of gaining ideas on what the consumer wants to see.

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.

https://twitter.com/TheSimsFreePlay/status/1108853712378781697

Tells the audience to watch the gameplay video - create more interest in the game.

https://twitter.com/TheSimsFreePlay/status/1108582305012259473
Asks the audience what they want to see for interior design styles.

https://twitter.com/TheSimsFreePlay/status/1091186125064957452
Ask the audience what they like from events in the game, so the developers know what they can add more of to promote gameplay.

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?

Almost every post has players asking for new content, it shows how the developers actually put things into the game that the players want to see, it makes them keep playing.

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?https://twitter.com/AppStore/status/1096261625450037249

5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?

It shows how reality and fiction can link with each other. Real people are playing a fake game that tries to imitate real life through simulation.

Sunday, January 19, 2020

sims video games Industry

1) What is the VSC and how does it link to UK law?

It controls the contents of certain medias within the UK to make sure they're able to be sold to the appropriate ages.

2) Note down the key statistics on the homepage.

12,000+ Games Rated, 8000+ Apps rated, 1987 Number of Member Outlets, 30 Years in Operation.

3) What is the purpose of PEGI?

It provides information about the contents of a game.

4) Click on the PEGI Rating tab in the top menu. What are the age ratings and what do they include?

Ages 3, 7, 12, 16 And 18. The higher the age the more adult content, such as violence, swearing, drug abuse, sexual content.

5) Scroll down to look at the ‘How games are examined’ infographic. What is the PEGI process for rating a game?

Initially a game producer rates the game themselves. Anything from violence to strong language to sexual content must be monitored before applying the PEGI rating. The game developer then sends this application with proof of all this content + a copy of the game so that all these things can be checked and so that anything that could have been missed or misinterpreted can be found and added to the list. The game is then marked again and put out for sale.


1) How does the freemium model work?

The typical freemium or free-to-play app is a free download that uses in-app purchases to produce revenue rather than charging a flat fee for the app. 

2) Why do some gamers believe freemium is ruining games?

It does not allow access to the whole game and therefore you cannot experience it fully.

3) What are the positives of the freemium model for gaming? 

it allows people to play the game for free. This is a huge benefit for the gamer's as if they are really intrigued to play the game, they are willing to pay money to experience the game fully.


1) Note the key statistics in the first paragraph.

Freemium model games and their in-app purchases account for about 70-80% of the $10 billion or more in iOS revenue each year

2) Why does the freemium model incentivise game developers to create better and longer games?

This is because gamers are consistently spending money on the game, it is not just a one and done payment. This motivates the developers to keep improving their game if they want the revenue to keep coming in.

3) What does the article suggest regarding the possibilities and risks to the freemium model in future?

It a risky business because it is uncertain who and how many poeple are willing to spend money on a free game.

Read this New York Times feature on freemium gaming and answer the following questions:

1) Why did Temple Run use the freemium model?

Because they realised that once the game was free, there was a spike in downloads.

2) The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

Game developers may make people confused on how clear the premise of their games are - younger gamers may accidentally purchase apps without knowing. Also developers may disregard the quality of the free/standard level content which would lead to boring games.

3) Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?

It will be easier for independent game makers to start from scratch and then produce freemium games at a high standard and then maintain this standard. Large media publishers like EA would have to completely change their approach in order to make the freemium model work.

Electronic Arts

Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:

1) How has The Sims FreePlay evolved since launch?

The detail has improved a lot as you can now have a variety of pets ranging from dogs to dragons

2) Why does Amanda Schofield suggest ‘games aren’t products any more’?

because they are now built and based around a partnership between the gamers and the game developers.

3) What does she say about The Sims gaming community?

The gaming community provide feedback and keep up to date with the developers which suggests that they are part of the development process.


4) How has EA kept the game fresh and maintained the active player base?
The game constantly reinvents and designs itself around the changing desires pf the players and the targeted audiences. The audiences feel a sense of personal identification with the idealism surrounding the world that they have created; therefore are unlikely to leave this behind.

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.


  • Over 200m installs of the Sims Freeplay
  • 78,000 game time (in years)

sims Language and audience

Language / Gameplay analysis

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


1) What elements of gameplay are shown?

The fact that you can control your own virtual reality is key element for the gameplay. Also, The trailer states words like care, grow, design, play and live which are some of the many things you can do within the game. The trailer also makes it seem like it is the perfect and most idealised place which is hyper reality.

2) What audience is the trailer targeting?

The trailer is targeting an audience that is predominately female as they make the game seem like a 'doll house'. It is also clear that it is for a young audience as you can do stuff like party. This game also allows them to do stuff that they might not be allowed to do in real life such as going to clubs.

3) What audience pleasures are suggested by the trailer?

There is a pleasure for diversion as people want to escape from the real world and their problems. There is also a pleasure for personal identity as gamers can create their own version of them selves so they can relate to the game the most. 

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





1) How is the game constructed?

It is constructed in a way where we have complete control of this virtual reality. But it seems so real that we even have to give them their needs which are hunger, hygiene, bladder. social, fun and energy.

2) What audience is this game targeting?

It targets women as the female characters have mch more of a variety of clothing which suggests that it is mainly targeted at female.

3) What audience pleasures does the game provide?

The pleasures that an audience may get is rewarding. The game unlocks things for you if you complete a task correctly which may make the audience feel good about them selves since they feel like they have achieved something.

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

This idea of the freemium model helps keep revenues up for the business. And they encourage it buy giving access to more content and selling in game currency so that the gamer could have a better experience with the game.


Audience


1) What critics reviews are included in the game information section?

"This is one of my favorite games that I have on my iPad. I love how it resembles actual life and you can grow the babies. I love all of the jobs and places that you can get on the map because they are all unique in their own special way and they all hold an awesome activity like going to work or buying something. I especially love designing the houses because its so much fun to create a cool life like areas where your sims can live. I have gotten pretty far into this game and have found some things to suggest. First of all, when I got the puppies and kittens quest completed, I was so excited to have my own pet to love but I feel like it should be able to do more. I can sit with the pet but I wish I could wash it in the bathtub or bounce it on the bed like I can with the baby. Another thing is that the pools, patios, and multi-story things are very expensive. I have seen awesome houses and I want to have a big upstairs but I cannot afford it so I have to get a big area of space downstairs and fill up the whole thing because I can't make an upstairs. This is annoying because I also want space outside to put a pool and a patio but those are also very expensive. Right now I have a tiny 2 by 3 patio. If I even puta railing on it, which is also very expensive, I would only have two little squares for my sims so it is just like a carpet outside that doesn't do anything. That's all for now. Love this game. Please consider my problems."

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

The audience pleasure once again seen is a diversion and personal identity once again as the reviewer seeks to do things just like real life and will be able to design and build their own houses as if they were rich so this view of hyper-reality creates the immersion of the real-life experience.
3) How do the reviews reflect the strong element of participatory culture in The Sims?

This conveys that the users are able to critique the game and its fundamentals, they believe that they are able to influence how the game operates and runs, therefore, believe they are active.


Participatory culture

Read this academic journal article - The Sims: A Participatory Culture 14 Years On. Answer the following questions:

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

Will Wright describes as akin to ‘a train set or a doll’s house where each person comes to it with their own interest and picks their own goals’ (Wright 1999).

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

They had little enthusiasm about the idea and described it as a 'doll house'. They also stated that 'doll houses were for girls, and girls didn't play video games' . This is the reason why they were reluctant to invest their time in the game as they believed it wasn't going to be successful.

3) What is ‘modding’?

It is when you modify game assets by manipulating the game code

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

This link to Jenkins idea as people are able to be active in the community and set up their own stories and ideas, the idea of bringing people together and being able to share shows that a game.

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

‘held together through the mutual production and reciprocal exchange of knowledge’ (Jenkins 2006a: 137).

As Pearce has noted, ‘The original Sims series has the most vibrant emergent fan culture of a single-player game in history’ (2009: 272).

Jenkins notes, ‘there were already more than fifty fan Web sites dedicated to The Sims. Today, there are thousands’ (2006b: 166).

Wright saying: ‘We were probably responsible for the first million or so units sold but it was the community which really brought it to the next level’ (ibid).

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

The game’s release, skins depicting characters from cult media such as Star Trek, Star Wars, The X-Files and Japanese anime and manga were extremely popular. 

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

Trans-media storytelling, a process wherein the primary text encoded in an official commercial product could be dispersed over multiple media, both digital and analogue in form (Jenkins 2007).

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

Modding sites still exist for The Sims – a comprehensive list can be found at the SWARM1 fansite but a few sites have taken on the gargantuan task of preserving The Sims, becoming in effect digital libraries or archives. Sites such as CTO Sims2, and Yahoo Groups such as Saving the Sims3 are continuing to ‘rescue’ game assets from dead sites in a collaborative effort between creators and players who ‘donate’ game mods, which are then uploaded to the site or group and shared with other members.

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

There has been conflicts between the creators and the players. This is because creators want to charge money for their mods and the players are against that because they want it for free.

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

But what it will be remembered for, I think, is for the cult following that it engendered well beyond the usual lifespan of a popular computer game; and also for the culture of digital production it helped to pioneer, one that remains such a staple of fan and game modding communities today.


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?

To create challenges and game play that is simultaneously in the game world, in the real world, and in writing things like graphic novels.

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

The Sims is a real game and a very important one because it is a game that is meant to take people beyond gaming. She helped me see that how women play and design is not mainstream

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

Will Wright is doing in an extreme way what lots of game designers want to do: empower people to think like designers, to organise themselves around the game to become learn new skills that extend beyond the game, and to express their own creativity.

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

I don't think it something else entirely but i do believe it is more than a game now. It's a virtual reality where a person can be whoever they want to be and live their ideal life in a simulated universe.

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?

The gaming industry is always changing and it has been unpredictable. However, I think that gaming industries may incorporate the flexibility and interactivity of the Sims as technology improves.

Sunday, January 12, 2020

Videogames: Henry Jenkins - fandom and participatory culture

Henry Jenkins - fandom blog tasks

The following tasks will give you an excellent introduction to fandom and also allow you to start exploring degree-level insight into audience studies. Work through the following:

Factsheet #107 - Fandom

Use our Media Factsheet archive on the M: drive Media Shared (M:\Resources\A Level\Media Factsheets) to find Media Factsheet #107 on Fandom. Save it to USB or email it to yourself so you have access to the reading for homework. Read the whole of Factsheet and answer the following questions:

1) What is the definition of a fan?

Someone who is devoted to a music artist, band, football team or you can be a fan of anything in the grand scheme of things.
2) What the different types of fan identified in the factsheet?


Hardcore fan- Hard core fans identify themselves as the ‘insiders’ within any given fandom and consider themselves to be aficionados of their chosen media text. They spend a lot of time and often money in becoming hard core fans. .

Newbie- Newbies are new fans and do not have the longevity of devotion or depth of knowledge that hard core fans have.

Anti fans-‘Anti-fans’ are those which identify themselves with media texts but negatively so; they loathe or hate the text but unlike ‘true’ fans they do not form their relationship with a text through close readings, they develop their emotional attachment ‘at a distance’ (Gray) through marketing publicity such as trailers.

3) What makes a ‘fandom’?

-A group of people that seem to enjoy something together


-They also seem to have an undying passion for that thing they are devoted to.
4) What is Bordieu’s argument regarding the ‘cultural capital’ of fandom?


-Fandom offers sense of recognition
-Their passion is noticed within the fandom and their status is known as as a fan.

5) What examples of fandom are provided on pages 2 and 3 of the factsheet?


-Ironic readings
-Defying the critics and institutions
-Imaginative extension and text creation (fan fiction)

6) Why is imaginative extension and text creation a vital part of digital fandom?


-fans create their version using their own creativity 

-they connect with other fans using fiction and story telling

Tomb Raider and Metroid fandom research

Look at this Tomb Raider fansite and answer the following questions: 

1) What types of content are on offer in this fansite?

It compares blogs, games and other websites on the content that they offer on the Tom Raider games. It also gives a directory on the games, news, walkthroughs and other social media sites like Twitter and Facebook groups.

2) What does the number of links and content suggest about the size of the online fan community for Tomb Raider and Lara Croft? Pick out some examples from this page.

By comparing the different websites of the type of content they have on the website shows that these different niche websites create a global mass culture when put together. Its in many different languages, so it shows how big the fan culture is.

3) Scroll to the bottom of the page and look at the short ‘About me’ bio and social media updates. Is this a typical example of ‘fandom’ in the digital age? Why?

I think it is because it allows fans to discuss the text or genre on different platforms, which shows how big fan cultures are. One person or a group of people organise the fanbase and moderate them so they continue to have some structure and organisation.

Now look at this Metroid fansite and answer the following: 

1) What does the site offer?
  • games
  • interviews 
  • articles
  • social media links

2) Look at the Community Spotlight page. What does this suggest about the types of people who enjoy and participate in fan culture?

it suggests they enjoy cosplay and the musicians and has a knowledge of people who design the game as there a lot of names with no descriptions.


3) There is a specific feature on Metroid Prime 2: Echoes. What do the questions from fans tell you about the level of engagement and interest in the game and franchise from the fan community?

fans asking questions show how invested people are and how there is also an element of 'end of audience'

Henry Jenkins: degree-level reading

Read the final chapter of ‘Fandom’ – written by Henry Jenkins. This will give you an excellent introduction to the level of reading required for seminars and essays at university as well as degree-level insight into our current work on fandom and participatory culture. Answer the following questions:

1) There is an important quote on the first page: “It’s not an audience, it’s a community”. What does this mean?
this means new digital media is more about bringing people together rather than selling and talking to an audience. 

2) Jenkins quotes Clay Shirky in the second page of the chapter. Pick out a single sentence of the extended quote that you think is particularly relevant to our work on participatory culture and the ‘end of audience’ (clue – look towards the end!)

'In the age of the internet, no one is a passive consumer anymore because everyone is a media outlet.'
'some are calling them “media-actives,” suggesting that they are much more likely to demand the right to participate within the media franchise than previous generations
'
3) What are the different names Jenkins discusses for these active consumers that are replacing the traditional audience?

Media actives/prosumers/“inspirational consumers' “connectors” or “influencers

4) On the third page of the chapter, what does Wired editor Chris Anderson suggest regarding the economic argument in favour of fan communities?

Anderson argues that investing in niche properties with small but committed consumer bases may make economic sense if you can lower costs of production and replace marketing costs by building a much stronger network with your desired consumers.

5) What examples does Jenkins provide to argue that fan culture has gone mainstream?

'This bottom up energy will generate enormous creativity'. I agree with the statement, fans for the first time have a mainstream platform to communicate on and can comment directly to producers of the text - this is changing the media landscape.
7) What does Jenkins suggest the new ideal consumer is?

Traditional: watched TV, bought products and didn't talk back.
New: Talks up the program, spreads word about the brand.

8) Why is fandom 'the future'?

The individual fan is not focused just on consumption.

9) What does it mean when Jenkins says we shouldn’t celebrate ‘a process that commodifies fan cultural production’?

 Fan production is produced based on the original product and is sold back to commodify the product.

10) Read through to the end of the chapter. What do you think the future of fandom is? Are we all fans now? Is fandom mainstream or are real fan communities still an example of a niche media audience?

We can all talk about texts and discuss them - this has been the case before the internet as people used to talk about film and TV shows before. Niche fan communities have more of an impact as do modern consumers because of the internet. There is now a direct link to producers of the text in terms of communication. Fandom will still be the future because we are able to voice our opinions directly to the consumer.