The Sims FreePlay case study part 3 - Representations

Textual analysis

1) The extension packs both reinforce and challenge stereotypes:
  • Reinforce: gender stereotypes (colours- boys had a blue room and girls had a pink room, and activities- boys playing guitars and girls do ballet), consumer culture, white dominance, capitalism- if you work hard you will succeed and also work hard and be able to spend money. 
  • Challenge: some ethnic diversity.
2) Stereotypes in Sims Freeplay:
  •  Gender stereotypes- conventional
  •  White dominance- upper class
3) Media theories:
  • Gilroy- "double conscioussness"
  • Van Zoonen-"identity is constructed through media language"
  • Dyer- "those with power stereotype those with less power"
  • Butler- "gender is a performance"
Representation reading

Forbes article on gender and racism in The Sims franchise

1) Rather than realism The Sims seeks out to be "believable"- so they give you that feeling of love, relationships and heartbreak but don't give you the feeling of aging (broken/aching bones)

2) They attempt to make their Sims "less cartoonish" and with more facial detail.

3) The Sims isn't a game that promotes tolerance. If  the player wishes to have their Sim to be racist or sexists they are given control to do so.

4) The Sims view on gender fluidity and identity is yet unknown- they "don't support it yet"

5)  The Sims reinforce the dominant capitalist ideologies of American culture by promoting a constant value of working hard and getting to high places. This can be seen throughout the game and the trailers.

New Normative feature on LGBTQ representation in The Sims franchise

1)  Same-sex relationships unexpectedly helped the original Sims game to be a success as they gained wider publicity and an audience.

2) Sexuality is represented more openly in the game now. It features same-sex marriages/couples. The player is also given the agnecy to decide on their Sims gender identity.

3) Fans really liked how the Sims didn't make a big statement about the inclusion, it just gave them the option.  “A lot of trying to push for gay rights, to push for equality has been about visibility,” Lopez said. “That’s what that game was trying to do. By making it a non-issue, it really made it such a big deal because it didn’t have to make a statement. It just allowed you to do what you want, which is all people want in life. They just want the freedom to follow their own path.”

4) The Sims experienced difficulties due to the content in the game such as the 'Love Bed' and the ability for sims to have sex in the game. This made it very hard for PEGI to rate, but EA responded and tried to maintain their T-rating despite the more sexual content. 

5) As time has moved on more and more games have included same-sex couples, which appeals to a wider audience. 

Reality, postmodernism and The Sims

Paste Magazine feature on reality and The Sims franchise

1) It suggests that The Sims mimics real life, but creates a more fantasised version, so players are given a sense of diversion.

2) Audience pleasures:

  • Diversion- escapism, due to the fantasy and supernatural extension packs.

3) She mentions the washer and dryer as DLC to emphasise the sense of obligation they felt and how they feel the depression of routine, almost like a cycle.

4) I think that the Sims haven't necessarily made an error in trying to make the franchise too realistic because it provides the gamers with diversion and a sense of escapism, but as time goes on they will start to expect more which will eventually backfire them as they won't be able to provide every single customer need.


5) This links to Baudrillard's theory of hyperreality because gamers will too find it harder to identify the boundaries between reality and their virtual lives due to the realism and routine in the game providing an alternative outlet. The domestic life of the game is so similar to that of their actual lives, that it becomes difficult to distinguish between the two. The Sims can be described as a simulation of the real world it can be seen as neglecting the real world.   


The Sims FreePlay social media analysis

The Sims FreePlay Facebook page and Twitter feed

 1) The aim of the social media interaction is to push The Sims content to a wider audience, and to also demonstrate the realism associated with the sims - i.e. their ability to interact with each other. Links to hyper-reality.

2)  Facebook:
  • "Don’t miss out on fashionista hairstyles in the Mean Curls Boutique Hair Hobby event re-run, starting now!"- creates a sense of realism, really interacts with people.
  • "Feeling like Santa after your Christmas feast?"- personal identity and relationships.
Twitter:
  • "Do your Sims love to live the highlife? Complete the gLAm Mansion special event and earn new sports cars, jewellery display cases, glass wall shelving, L-shaped sofas and more!"- seeks out to aspirers.
3) Requests:
  • Increasing land sizes
  • Supermarket
Helps the Sims to create buzz and really get an insight into what their players really want.

4) Twitter:
  • They refer to new updates coming soon.
5) The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra because it creates a fantasized constructed version of our reality and gives us the agency to control anything we want, which blurs the lines between real life and the game. The simulacra is what the game offers.







Comments

Popular posts from this blog

The Sims FreePlay case study part 1 - Language & Audience

Oh Comely- Language and Representation