Monday, March 2, 2020

Videogames: The Sims FreePlay part 3 - Representation

Videogames: The Sims FreePlay part 3 - Representation

The final aspect of our in-depth case study on The Sims FreePlay focuses on Representation.

There is a lot to explore with representation in the Sims FreePlay - everything from gender, race and ethnicity to capitalism, reality and postmodernism. 

Notes from the lesson

The Sims franchise offers range of representations on gender, age, race/ethnicity, sexuality, capitalism and even reality itself.


One aspect of The Sims is the values and ideologies that the game reinforces. Although it has been praised for its liberal values over, for example, LGBTQ+ representation, it could also be argued that the game reinforces dominant American capitalist ideologies.


Expansion pack trailers

A useful way to analyse representations in The Sims FreePlay is to study the trailers produced by EA to promote expansion pack DLC. For example:





Using these expansion pack trailers, we can study the representation of gender, age, race/ethnicity and much more.


The Sims and postmodernism

Watch this introduction to Baudrillard from 8-Bit Philosophy:




Baudrillard argued that our culture now perceives the ‘copy’ (media representation) as more real than the ‘original’ and stated that we live in a culture where the ‘fake’ is more readily accepted than the ‘real’ – therefore creating hyperreality. This blurs the line between fiction and reality.

The Sims franchise is a perfect study in hyperreality as it allows players to create an entirely constructed life through the game.

The Sims FreePlay social media channels also provide an example of simulacra – they are situated in the real world and interact with real players but feature entirely constructed fictional content from the game. Here, they also make intertextual references to real celebrities. Where is the line between fiction and reality?


The Sims FreePlay - Representation blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 3 - Representations' and complete the following tasks.

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?

Customary male and female generalizations 
The real game play - has been feminized to request a youthful female crowd.

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

Gender - regular male and female generalizations 
White working class-concentrated on cash , fortify entrepreneur belief systems, redesigning their homes 

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

Van Zoonen - the possibility that sex is "developed through media language" 
Lobby - character is "built" as opposed to given to us 
Gauntlett - manliness speculations


Representation reading

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?

Exceptionally practical endeavors offers to part of genuine to make it all the more energizing for the intended interest group. 
2) How has The Sims tried to create more realistic representations of ethnicity?

Attempting to make the characters not so much 'silly' but rather more practical 

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

not a game that advances resistance ' it's under player control' 

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

The designer clarified that despite the fact that it is a fascinating idea, sexual orientation smoothness should be progressively arranged out before it is displayed in the game. 

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

game urges you to find a new line of work and strive to empower to open certain highlights in the game 

mirrors the money driven nature of the high society american perspectives.



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

The Sims 4 is excessively genuine and the author addresses how one can 'escape from reality' 

2) How is sexuality now represented in The Sims?

Idealism and dream - the different Supernatural and dream extension packs empowered gamers to facilitate this experience of preoccupation. 

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

"I want to do clothing, all things considered, for what reason would I do it in a Sims game after such a large number of long stretches of not having to by any means? " 

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

As individuals playing the game won't have the option to recognize reality and signs because of them being engaged into the game,

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?

The article proposes that the Sims 4 doesn't have a similar fervor as the Sims 3. The Sims 4 is excessively genuine and the author addresses how one can 'escape from reality' (the primary explanation individuals play computer games) when they are choked in a game that expects them to carry on with a typical, customary, local life. 
2) What audience pleasures did the writer used to find in The Sims franchise?

Idealism and dream - the different Supernatural and dream development packs empowered gamers to assist this experience of preoccupation. 

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

The author communicates her failure in that specific DLC. She never wound up utilizing the development since it helped her to remember reality "I want to do clothing, all things considered, for what reason would I do it in a Sims game after such huge numbers of long periods of not having to by any means? " 

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

It could be contended that, a game being reasonable is constantly a positive thing, anyway other may contend this is a type of idealism and attempting to get away from ordinary issues, so causing it practical may to feel to crowds that they can't escape their purported regular issues since it could be reflected in the game, in this way this loses the intrigue of the game. 

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

It is clear that Sims depicts this, as individuals playing the game won't have the option to recognize reality and signs because of them being engaged into the game, they won't have the option to distinguish reality or develop.

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 motivation behind The Sims FreePlay online networking channels is to keep players mindful of any new updates accessible or just around the corner. 
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.

Cross stage display for support players 
Sims 4: Tiny living stuff pack 

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?

There are a ton of solicitations, from players, for new substance 

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

"Official maker and senior supervisor of the sims establishment had a conversation with he Women's definitive group in Melbourne. She talked about her 17+ year game advancement".
5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?

Indeed, on the grounds that they are advancing a game which isn't genuine, yet genuine in our minds, which connects to the hyperreality Baudrillard talks about, and how the media-immersed society has been progressively divided because of things, for example, these.

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