Videogames: The Sims FreePlay part 1 - Language & Audience
Our final videogames CSP is The Sims FreePlay (2011).
This is another in-depth CSP so will require significant work and research across three blogposts to complete your case study.
- The videogames industry has changed massively since the emergence of the smart phone and app store distribution model.
- Mobile gaming has changed the audience demographics for gaming and brought the industry into the mainstream.
- The app store model means tech giants such as Apple and Google are making significant sums from mobile gaming but mobile hits can still earn developers millions.
- Angry Birds made developer Rovio $200m in 2012 and broke 2 billion downloads in 2014.
The Sims FreePlay
- The Sims FreePlay is a spin-off from the hugely successful Sims franchise first published by Electronic Arts (EA) in 2000.
- The game is a strategic life simulation game (also known as the sandbox genre).
- The Sims FreePlay takes the game on to phones and tablets and uses the ‘freemium’ model that makes money via in-app purchases.
- The game has seen 200 million downloads since 2011 – remarkable success.
The Sims FreePlay: Audience
- The Sims franchise has demonstrated there is a strong and lucrative market in female gamers.
- When The Sims was first pitched by creator Will Wright he described it as a ‘doll house’.
- The development company Maxis weren’t keen because ‘doll houses were for girls, and girls didn’t play videogames’. EA then bought Maxis, saw potential in the idea and one of the most successful ever videogame franchises was born.
- Expansion packs available for The Sims FreePlay reinforce the view that the target audience is predominantly female.
Participatory culture
- The Sims franchise is one of the best examples of Henry Jenkins’ concept of participatory culture.
- Since the very first game in the franchise, online communities have created, suggested and shared content for the game.
- ‘Modding’ – short for modifications – is a huge part of the appeal of the game. Modding changes aspects of the gameplay – anything from the strength of coffee to incorporating ghosts or even sexual content.
Create a new blogpost called 'The Sims FreePlay case study part 1 - Language & Audience' and complete the following in-depth tasks.
Language / Gameplay analysis
Watch The Sims: FreePlay trailer and answer the following questions:
1) What elements of gameplay are shown?
2) What audience is the trailer targeting?
3) What audience pleasures are suggested by the trailer?
Individual personality - individuals can consider themselves to be the game as they make their characters and their companions.
Now watch this walk-through of the beginning of The Sims FreePlay and answer the following questions:
1) How is the game constructed?
Heaps of little assignments - consistent scaled down remunerations
The time it takes to do assignments is continuous (you can pay to accelerate the game)
Adverts as a byproduct of free gems/in-game money
Item arrangement - an income generator
2) What audience is this game targeting
3) What audience pleasures does the game provide?
rewards
Customisation (can likewise make yourself)
SimChef = MasterChef (intertextuality)
4) How does the game encourage in-app purchases?
Audience
Read this App Store description and the customer reviews for The Sims FreePlay and answer the following questions:
1) What critics reviews are included in the game information section?
2) What do the reviews suggest regarding the audience pleasures of The Sims FreePlay?
3) How do the reviews reflect the strong element of participatory culture in The Sims?
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?
2) Why was development company Maxis initially not interested in The Sims?
3) What is ‘modding’?
4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?
Much the same as in literary poaching, crowds can take a media message that as of now exists and make it into their own by adjusting it. Modding has brought fan networks nearer.
5) Look specifically at p136. Note down key quotes from Jenkins, Pearce and Wright on this page.
'The first Sims arrangement has the most energetic rising fan culture of a solitary player game ever'
6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”
Layers appeared to show a happy want to reproduce the universes of their preferred fandoms inside The Sims. In this manner, The Sims has constantly included skins portraying characters from religion media, for example,
Star Trek, Star Wars, The X-Files and even Japanese anime and manga were very well known. Indeed, even hybrids were a chance, permitting one parcel to house Marvel Universe characters and another to house DC Universe characters – the two arrangements of characters could cooperate and even form connections and their own biographies.
Star Trek, Star Wars, The X-Files and even Japanese anime and manga were very well known. Indeed, even hybrids were a chance, permitting one parcel to house Marvel Universe characters and another to house DC Universe characters – the two arrangements of characters could cooperate and even form connections and their own biographies.
7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?
Transmedia narrating is "a procedure wherein the essential content encoded in an official business the item could be scattered over numerous media, both advanced and simple."
8) How have Sims online communities developed over the last 20 years?
9) Why have conflicts sometimes developed within The Sims online communities?
There has been a contention among bunches on whether individuals ought to decide to monetise of the mods that are made as they are an option in contrast to what EA offers straightforwardly as development packs.
10) What does the writer suggest The Sims will be remembered for?
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?
2) Why does James Paul Gee see The Sims as an important game?
3) What does the designer of The Sims, Will Wright, want players to do with the game?
4) Do you agree with the view that The Sims is not a game – but something else entirely?
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?