What is Sims Freeplay?
- Computer game in which you control “Sims” creating a life/building around the in game characters.
- Hyperreality (literally is real life)
- Game is based around the “freemium” price model in which the actual game is free, but users are constantly urged to buy expansion packs and other extras
Media Language
- Codes and conventions are used in this video game to influence meaning.
- Due to developing technologies Sims Freeplay is able to give consumers constant updates and now used on the mobile and other devices instead of just computer consoles.
- As a life simulation game Sims Freeplay includes many normative codes and values. They include features such as being married to have a child and also being able to own a house as a teen.
- The application of a semiotic approach will aid the analysis of the way in which the website creates a narrative about the world its constructing.
- The genre convention of life simulation can be identified and discussed in relation to other CSP.
- The narrative is driven through various quests in which the gamer would have to complete throughout the life. There are also a completion of having a successful life which could motivate the gamer to carry on playing.
- Narrative in context of online material can refer to the way that the images and the selection of stories construct a narrative about the world.
- Sims Freeplay provides a useful case study for the discussion of Baudrillard’s concept of simulacra and hyperreality.
Media Representations
This product provides a wide range of opportunities to study representation. These include self-representation and representations of reality. The representation of gender, ethnicity, religious affiliation and age in the Sims franchise have been an on-going subject of debate and there have been notable changes as the series has evolved.
- Representation of particular social groups.
- Producers are constructing these representations so that the audience can decode the values.
- Sims Freeplay seems to represent individualist cultural traditions and values.
- Sims construct and function stereotypes to generalise their audience.
- It has optimistic views of the world and claims realism.
- Audience response to representation and issues around identity.
Media Industries
Sims Freeplay is a spin-off from the highly popular and successful Sims franchise. It is an example of the freemium commercial model – increasingly popular for app developers – in which the basic content is free but premium content is a paid supplement. This game is a case study example of diversification and technological change as the video game industry has started to shift away from a reliance on hard copy console and PC products to streaming and to apps for tablets and mobile phones.
- The use of diverse digital platforms
- Video games are rated in the UK (Pegi Rating System)
- A study of the Sims franchise will also engage with the effect cultural producers have on media industries.
Media Audiences
This can be discussed in relation to some general trends in the industry such as the gradual shift away from a heavily male-dominated target audience. Also, the reaction of some reviewers and regulators to Sims Freeplay is indicative of wider concerns about potentially negative influences that video games are claimed to exert on players, particularly young players. These debates an be seen in the context of competing theoretical approaches to the audience
- Sims Freeplay is marketed to predominantly youth audience.
- The interaction between audience, product and digital platform and the opportunities for audience involvement.
- Differing interpretations by different groups.
Social and Cultural Contexts
A discussion of the social and cultural context of Sims Freeplay will focus o the rapid growth and development of the video game industry and the debates about representation and effects,
https://quizlet.com/gb/525164078/sims-flash-cards/
Gaming Regulation
Media industries are subject to regulation to help protect
audiences (Livingstone and Lunt) – especially younger audiences.
Games are regulated (in Europe) by PEGI (Pan European Game
Information). PEGI offer ratings for games to help audience make
informed decisions when buying games. The ratings are based
on the content of the games, specifically the use of violence,
bad language, sex, drugs, discrimination and how scary the
game is. PEGI do not regulate the games industry by enforcing
age limits on purchases or access to a game, they simply offer
information to help consumers make an informed choice.