The Sims: Representations
Textual analysis
How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?
- The pregnancy DLC allowed for a range of representations, with some heavily reinforcing dominant ideologies regarding gender roles and relationships however the inclusion of older couples and LGBT couples also subverts the dominant ideologies. The range of gender depictions on a superficial scale are also both a reinforcement of dominant ideologies but a progressive take on contemporary gender identity through complete autonomy on the construction of gender. The range of representations were majority a reflection of the dominant ideologies of a western society however there were some anomalies that suggests that players can reflect their own ideologies within the game.
What stereotypes have you identified in The Sims FreePlay?
- The Sims follows a hegemonic, heteronormative overarching narrative with some lenience down to the players own autonomy and construction. It heavily utilises stereotypes regarding gender stereotypes but does offer the option to subvert these stereotypes through expansion packs, however the default is strong compliance to stereotypes that reinforce the 'American Dream' and idyllic suburban life that the Sims attempts to portray.
What media theories can you apply to representations in The Sims FreePlay?
- The Sims relates to Dyer's theory of 'star power' and the power of celebrity with the idea that a celebrity is both 'present and absent' the same way that the construction of the Sim is both 'real' and an extension of self. It also links to Marxism through its consumerist ideas and the idea that the world is controlled by the few, much like the Sims is controlled by only one person. You can also relate Freud's theory of Scopophilia as the Sims allows players to be morally selective, indulge in sexual activity and display graphic images depending on Mods. Finally, Post-modernism is heavily applicable to the Sims in particular Baudrillard's theory of Simulacra/Hyperreality and Butler's theory of gender as performative.
How realistic does The Sims intend to be?
- The Sims intends to have it's dominant reading to be almost a carbon copy of everyday life but at a more utopic/constructed level. It is 'self-consciously fake' whilst still holding the realistic appeal of the sandbox genre.
How has The Sims tried to create more realistic representations of ethnicity?
- The Sims has a wide choice of skin colours and a user-controlled construction of character for characters to implement their own ideologies and assumptions surrounding a character into action. It's selectively inclusive.
How has The Sims responded to racism and sexism in society?
- The Sims has had a 'relaxed' approach to bigotry- particularly racism within the game. Although their are markers in place to prevent racism there is not a clear disablement- they don't say 'yes or no' to bigotry as in the end that's the players prerogative whilst playing whether to be intolerant or not.
What is The Sims perspective on gender fluidity and identity?
- It is a possibility however it would take a lot of time and effort to implement thus is an unrealistic ask presently.
How does The Sims reinforce the dominant capitalist ideologies of American culture?
- They are conscious of the 'omnipresent influences of American politics and cultures'. It embodies a largely 'American Dream' focused life-goal through the basic need fulfillment and aspiration of materialism and wealth.
How did same-sex relationships unexpectedly help the original Sims game to be a success?
- It drew 'positive publicity' to the game, as well as allowed players to validate their own sexual identity through expansion packs later on.
How is sexuality now represented in The Sims?
- Sexuality is now represented as a choice to the player- there are no sacrifices or hardships that come with choosing a sexuality that subverts traditional hetero-normative ideas however in recent years homophobic mods have been added.
Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?
- It is one of the first games to include the entire spectrum of sexuality as a choice.
Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?
- When the Sims first approached the ESRB they had no guidelines on same-sex relationships however with the introduction of the ability to have same-sex sexual intercourse, they were given an M rating which disrupts their usual family audience appeal.
How is sexuality represented in the wider videogames industry today?
- Progress is being made with critically acclaimed games such as 'The Last of Us' having a lesbian kiss and a Fable having the choice to have same-sex relationships however they have not been as substantial or inclusive as the Sims.
What does the article suggest about the representation of real life in The Sims 4?
- The Sims has stepped away from the diversion focused depiction of reality in the first game to a far more idyllic representation of suburban life. It doesn't want you to pine for an unrealistic life but also a far more accessible and realistic aspiration also to take your mind off the truth of adulthood.
What audience pleasures did the writer used to find in The Sims franchise?
- To empower the imagination of players and 'remove ourselves from the drudgeries that are life'
Why the does the writer mention an example of a washer and dryer as additional DLC?
- It amplifies how the main audience pleasure of this game and others of the sandbox genre is the autonomy you have over mundane activities within the domestic routine- however he feels as if laundry is not pleasurable in real life thus why would it be in game play?
In your opinion, has The Sims made an error in trying to make the franchise too realistic?
- I don't think it has. The realism of the SIms and the simplified narrative allows the player to have a lot of creative license and either use the game to live their fantasy life vicariously through their Sims or cathartically to complete small tasks and daily activities that allow them to feel useful.
How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?
- Much like real life, failure to fulfil the Sims avatar's basic needs has consequences. This as well as the ability to complete domestic tasks. Although this reality is completely and actively being constructed, players are unconscious to the fact that they have the autonomy and view their avatar as 'real' or an extension of reality rather than fictional in some cases.
The Sims FreePlay social media analysis
What is the purpose of The Sims FreePlay social media channels?
- For both marketing and fan engagement purposes. The social media channels allow the Sims to build a brand whilst also interacting with fans to establish a relationship.
Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.
- 'Executive Producer women's summit' - Encourages and empowers young women in the video game industry and creates positive promotion for the brand.
- 8th Birthday tweet- Celebrates the game's birthday and highlights how widely successful the game has been to its audience, there's also an element of personal relationship as people may feel celebratory for the brand and their time as a fan.
- 'YOU' meme - has a connection to fandom/Netflix and allows for fan interaction.
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 an abundance of requests with the audience requesting everything from new DLC's and expansion packs to rebranding/rereleasing old content. The producer/consumer relationship is particularly important for the Sims as audience interaction and social media promotion allows them to appeal to their desired audience with ease and create a positive brand image.
What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?
- There are retweets of advertisements, links to blogs and critics, as well as promotion of expansion packs and competitions.
Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?
- The social media is a 'simulacrum' used to promote something entirely fictional as if it is an extension of reality - audiences engage and retweet and manipulate an entirely constructed simulation and come to their own conclusions and interpretations from the promotion even though it simply isn't real.
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