Sims Freeplay

Background of The Sims Freeplay:

  • What: It’s a strategic life simulation game where Players can control their Sims (custom characters) to satisfy their wishes, and let them complete different kinds of actions. The game runs in real-time, and takes real time to complete actions.
  • Who made it: Developed by EA Mobile and later with Firemonkeys Studios. The Sims FreePlay is a spin-off from the hugely successful Sims franchise first published by Electronic Arts (EA) in 2000.
  • Targeted at: Ages 12+. The Sims franchise has demonstrated there is a strong and lucrative market in female gamers as Will Wright (Game Designer) described it as a ‘doll house’. Furthermore, both twitter and facebooks accounts display more female sim characters specifically younger sims than young male sims, as well as the large amount of both pregnant sim characters and children being present.
  • When released: IOS: December 15th 2011 / Android: February 15th 2012 / BlackBerry 10: 31st July 2013 / Windows Phone 8: 12th September 2013.

Statistical Data for Sims Freeplay:

  • The game has seen 200 million downloads since 2011 – remarkable success.

Notes:

  • The video game was banned in China, Saudi Arabia, United Arab Emirates, Oman, Kuwait, Qatar and Egypt due to the possibility of establishing a homosexual relationship. – governmental control

Theorists:

  • Baudrillard: when it comes to postmodern simulation and simulacra, “It is no longer a question of imitation, nor duplication, nor even parody. It is a question of substituting the signs of the real for the real” = As the game is still being updated to present since being released on iOS to begin with in 2011 and tries to imitate real life – simulation of real life events.

Exam Question:

  • Media effects theories argue that the media has the power to shape the audiences thoughts and behaviours. (25 marks) – Tomb Raider / Metroid / Sims Freeplay
  • Target audiences for video games change because of the historical and economic contexts in which they are produced. (25 marks) – Tomb Raider and Sims Freeplay

SIMS FREEPLAY – CSP

The Sims Freeplay is a strategic life simulation game developed by EA Mobile and later with Firemonkeys Studios. It is a freemium version of The Sims for mobile devices; it was released for iOS on December 15, 2011, released for Android on February 15, 2012, released for BlackBerry 10 on July 31, 2013, and released for Windows Phone 8 on September 12, 2013.

In 2018 The Sims was banned from 7 countries due to a claim about the games explicit LGBT content. The ban applies to seven countries in Asia: China, Saudi Arabia, the United Arab Emirates, Oman, Kuwait, Qatar and Egypt. Users who already had the game downloaded would still be able to use it, however the game wouldn’t be updated – example of regulation

Media Industries:

  • Developed by, Maxis, EA Mobile, FireMonkey Studios and Blue Tongue Entertainment and was published by EA
  • Multiple platform releases between 2011 and 2013 (iOS, Android, Windows, Blackberry)
  • Facebook page, like the website was/is a marketing hub – updates, events and competitions announced ​
  • The Sims FreePlay is a spin-off from the hugely successful Sims franchise first published by Electronic Arts (EA) in 2000
  • The game has seen 200 million downloads since 2011

Media Audiences:

  • The Sims franchise has demonstrated that there is strong market for female gamers
  • Expansion packs available for The Sims FreePlay reinforce the view that the target audience is predominantly female
  • Target audience of 12-25 mainly female but still targets males
  • Secondary target audience young adults who extend game playing onto convergent social and participatory platforms​

Media Languages:

Construction of the Sims reality as ‘normal’:

  • Mundane tasks – e.g washing hands, cleaning
  • Time management
  • Prioritises necessitates / essentials
  • The Sims world provides equality – gender, race, sexuality
  • Gerbner – cultivation theory – predict that media viewing influences the values and beliefs that people have and the things they believe are “reality”
  • Aspirational performance that may never be replicated in real life – personal identity​

Media Representations:

  • Non-threatening pastel colours (colour important in terms of brand identity)
  • Representations anchored by ‘innocent’ non diegetic music​
  • A capitalist society- you have to go to school, get an education, find a job
  • People as consumers- lots of examples of Sims spending money and this being desirable
  • The police represented positively 

Media Theories:

  • Judith Butler – ‘gender as a performance’
  • Gauntlett – ‘younger generations aren’t afraid of social changes’ and ‘gender fluidity’
  • Gerbner – cultivation theory

Sims involves typical gender stereotypes such as traditional gender roles (boys – karate, blue / girls – ballet, pink). Being young is desirable – older people excluded from the game. The rich people are predominantly white

CSP – Sims FreePlay

The Sims FreePlay is a mobile video game where players create and manage their own virtual characters, known as Sims.

Released in 2011 and still available on iOS and Android devices, this virtual town and story builder is free to play, but users are able to purchase in-game items with real money to speed up progress or unlock additional features. If you have over 1GB of spare memory on your phone, download the game and see why The Sims FreePlay scores 4.5 out of 5 in the App Store and remains in the top ten of the Free Apps Charts.

David Hesmondhalgh argued companies involved in the cultural industries, such as EA, were just like any other business who wanted to minimise risk and maximise profit. The Sims FreePlay follows the freemium business model – a strategy commonly used in the media industry to attract users to try the product or service. The basic version of The Sims Freeplay is available to download for free and there are standard items and hobbies which can be unlocked as you progress through the game.

Although The Sims FreePlay looks like harmless fun compared to the more violent titles available to play, EA made the game unavailable in some countries in 2018 because of “regional standards”. Many users were quick to suggest the ban was implemented because of the possibility of establishing same-sex relationships in the virtual world. If you want to play the game in places such as China, Saudi Arabia and Qatar, you need to use a VPN and change your location.

sims free play

Sims free play is a game designed EA Mobile and was released on IOS in 2011 and Android in 2012. In The Sims FreePlay, players “build” and design houses and customize and create (a maximum of 34) virtual people called Sims. Players can control their Sims to satisfy their wishes, and let them complete different kinds of actions to gain Simoleons, Lifestyle Points, and Social Points.

Media language

conventions and codes are used in this game to influence meaning.

As a life simulation game Sims Free play 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.

Sims Freeplay provides a useful case study for the discussion of Baudrillard’s concept of simulacra and hyperreality.

Media representation

representation of certain social groups/ class

represent cultural traditions and values within the game

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

Audience

Stuart Halls encoding/ decoding theory can be applied for the sims free play for the audience to decode the values which EA Mobile has encoded into the game.

The Sims FreePlay

Representation

Many other video games have limited representation due to only a few playable characters – whereas Sims free play has a wide range of options, allowing the game player (audience) to create their own representation – customizable characters.

  • Wide range of skin tones
  • outfits
  • hair types
  • e.t.c.

potentially more left-wing – modern than previous games due to how much control is given to the game player in creating their world

Straight, bi, gay, trans are all possible.

However, this can lead to game players creating problematic universes – for instance, if a game player wanted to – they could manipulate their world into being racist e.t.c.

Also, although multiple representations are possible – marketing of the game usually shows quite stereotypical representations of women – getting married – having children

It can also manipulate the way that gender is presented – gender is very fluid in sims freeplay.

there is an element of tediousness to the game – very realistic – lots of real tasks have to do – cleaning, e.t.c.

However, some tougher more traumatic things aren’t shown – abortion, miscarriage, e.t.c

European representation of reality – wants to keep things feeling real – whilst also keeping things pleasant.

Audience

female 18-40 casual gamer

You can play God – control everything in the game.

Has maternal appeal

Able to care for / nurture characters

Marketing – creating dream characters – dream home – able to d things that you cant do in real life.

offering audiences a fantasy escape from their lives

Able to find connection – understanding – put characters through dilemmas that you yourself have gone through

freeing – able to put characters in dangerous / weird / sadistic / sexual situations – situations that they cant do in real life.

The inclusive nature of the game means those who may feel isolated in real life – can create characters who have the same struggles as they do

very easy to play – free to buy

complaints: in-app purchases necessary

Industry

Developed and published by EA mobile + Firemonkeys studio

Both are a part of Electronic Arts

EA has a reputation for big-budget triple-A games that have had huge successes, so may have a pre-sold audience of fans

EA is horizontally and vertically integrated – they can develop, publish and market games themselves

EA has over 800 staff in the US just to work on mobile gaming

Lots of gaming companies veering away from consoles – putting more resources into mobile gaming

EA has nearly 10,000 staff, 44 studios across 20 countries, and nearly £6bn income each year.

The game has been downloaded over 200m times – incredibly successful.

Available in 11 different languages in addition to English, helping it to target a worldwide audience.

Mobile games have to have constant updates to cope with the updates released for mobile operating systems.

Regular updates to keep the game exciting – many new improvements – to encourage audiences to keep playing the game – and encouraging in-app purchases – for stuff like clothes.

Sims freeplay mobile – part of an existing franchise of console / PC games – reduces risk.

PEGI rating for the game – 12 – has mild references to alcohol, sex, other adult themes

Although the game shows drinking, sex, and nudity it is shown in a non-revealing way – a blurring filter used to block anything graphic.

Very hard to regulate mobile/online games

The game is banned in seven countries – particularly in Asia -due to LGBT relationships – which are deemed unacceptable and illegal

EA are aware of how important audience is – regularly conduct interviews – take suggestions around how the game could improve – keeps audiences engaged.

Sims Freeplay

Sims Freeplay is a life simulation game series developed by Electronic Arts.

The Sims franchise has been around for around 20 years, and has grown with respect to new media technologies. For example, focus has gone from physical distributions of the product (CDs) to distribution via streaming and popular games sites such as Steam.

Sims Freeplay is a spinoff of the traditional sims series developed for mobile devices. It follows a “freemium” business model where the base game is free, but extra content can be purchasable via microtransactions. This could be seen as a successful idea due to the fact that a lot of mobile device users would not be as into games as, for example, people with consoles or computers. This means that a casual audience (which is being targeted by the nature of the life simulation genre anyway) is able to experience the game for free, and this lack of a monetary barrier will allow a large portion of extra customers to try the game and potentially purchase extra content. The video game was banned in China, Saudi Arabia, United Arab Emirates, Oman, Kuwait, Qatar and Egypt due to the possibility of establishing a homosexual relationship. This shows strict regulations of the game and goes against Livingstone and Lunt’s theory that powerful media companies (i.e EA) are commonly able to waive regulation policies.

Sims Freeplay, being a life simulation game, is a poignant transmission medium for incorporating viewpoints and ideologies. This means that the language in the game has the opportunity to present life in a light which is unrealistic – for example, houses and property in the game never get dirty. This may seem like a very unimportant shift from reality, however it shows us how the game is willing to present life as easier than it actually is. It has to do this to encourage further interaction with the game, as without money being spent after acquiring the game for free, minimal revenue will be earnt and the risks identified by Hesmondhalgh in the media industries will not be appropriately mitigated.

The game has a narrative which aligns with Tzetvan Todorov’s theory of a beginning, middle and end. This is because the in-game characters called “Sims” can grow up from a baby to a senior, and the game “ends” when this transition has concluded. This steady journey also encourages further interaction with the game to make money.

Sims Freeplay shows us many diverse representations of the world.  For instance, the choice of skin tones available at the start of the game is a recognition of the racial diversity of the audience. Although the gender options follow the simple binary of male and female, players can reject traditional gender roles when they explore the virtual world. This all goes with Gauntlett’s theories of fluidity of identity, as you can customise how your character looks and behaves at any stage of the game, making the identity ever changing.

Baudrillard’s theories around Postmodernism are very relevant when examining Sims Freeplay in that the game is a Hyperreality – it allows the player to pick their ideal life and reenact it in a virtual setting. I think that this could become a negative force for the world because of the fact that false connotations and misrepresentation of common ideological beliefs can be spread, especially hen considering the impact of new media on society in that communication is more efficient and prevalent than it has ever been.

CSP: SIMS FREEPLAY

Facebook:

Twitter:

The Game:

Same sex couples
Create a lifestyle which you want, however you may imagine it.
Active consumption due to the user creating the world they are playing in.

Postmodernism in the fact that Baudrillard when it comes to postmodern simulation and simulacra, “It is no longer a question of imitation, nor duplication, nor even parody. It is a question of substituting the signs of the real for the real”. This game is a simulation but can be looked at as real, due to the fact it is still updated to this day with content appropriate to this time, despite it being released in 2011.

Regulation:

The video game was banned in China, Saudi Arabia, United Arab Emirates, Oman, Kuwait, Qatar and Egypt due to the possibility of establishing a homosexual relationship. This is an example of the 5 filters of mass media and regulation. (changes cultural contexts) This is because the game has been banned in certain countries and can be seen as homophobia.

Linked Theorists:

David Hesmondhalgh argued companies involved in the cultural industries, such as EA, were just like any other business who wanted to minimise risk and maximise profit. The Sims FreePlay follows the freemium business model. This is a free game available to everyone who uses an app store, however the game can be progressed quicker by using in game purchases, EA uses addiction methods like making things take time within the game, therefore players want to skip these things, doign that requires points which cost money.

David Gauntlett argues the media and technology play a significant role in shaping our identities and provide us with new ways to express ourselves and connect with others. For instance, the choice of skin tones available at the start of The Sims FreePlay is a recognition of the racial diversity of the audience. Although the gender options follow the simple binary of male and female, players can reject traditional gender roles when they explore the virtual world. In this way, the town will soon become a place which reflects the player’s identity and values.

Although Steve Neale was describing cinema as a “signifying process”, we can also use his semiotic approach to understand how the interplay of codes creates different genres of computer games. For instance, in The Sims FreePlay, players create and modify their own avatars, including their personalities.

CSP – Sims Freeplay

Sims Freeplay is a strategic lifesimulation computer game where a person can control a ‘sim’ and create a life around the characters as a life simulation – hyperreal. The game is a ‘Freemium’ model of ‘The Sims’ as it is free to download but users are consistently urged to buy added features. Sims have also improved their accessibility as it is now available to download on other devices such as a mobile phone. The Narrative is driven through the completion of quests, this can lead to a character/feature to level up or have certain aspects accessible in the game. This helps to keep their audience engaged.

Representation:

  • Sims construct their characters based of the functioning stereotypes within society
  • Sims seem to reflect individualist values and opinions
  • Represents particular social groups
  • Realist views
  • The video game was banned in China, Saudi Arabia, United Arab Emirates, Oman, Kuwait, Qatar and Egypt due to the possibility of establishing a homosexual relationship

Industries:

  • Developed by EA Mobile and Firemonkeys Studios in 2011  (Nick Balaban, Michael Rubin) 
  • December 2011 – released for iOS
  • February 2012 – released for Android
  • Released for BlackBerry 10 in July 2013 and Windows Phone 8 in September 2013
  • This model is free to play but users are able to purchase in-game items with real money to speed up progress or unlock additional features – ‘Freemium Model’ – commonly used within the industry to attract users to try the product/service. Links to Hesmondhalgh who talks about minimising risk and maximising profit.
  • The global mobile games market size is expected to reach $172.10 Billion in 2023.
  • Video games are rated in the UK (Pegi Rating System)
  • ‘The Sims FreePlay’ is rated 12 because it “may contain themes that are not suitable for younger children, such as the potential for violent fist fights

Audience:

  • Broad target audience 12-40+
  • 77% of women surveyed ages 35-54 said they played the game to “help them relax”. For women aged 55-64 the game provided “mental stimulation” – Links to Katz with uses and gratifications. Creates escapism.
  • Freedom to customise the character to look a certain way – helps to create a wider range of diversity where audiences can feel represented
  • “It is no longer a question of imitation, nor duplication, nor even parody. It is a question of substituting the signs of the real for the real” – Baudrillard, this applies as the game is still being constantly updated to create a more effective simulation

‘Choose every aspect of your Sims lives: careers, appearance, personality and more! Then, watch as their stories unfold! Love and romance, or drama and breakups – the choice is always yours.’

CSP | The Sims FreePlay


The Sims
FreePlay
Media Language
Media Representations
Media Industries
Media Audiences
Social
Cultural
Paper 2

The Sims FreePlay is a strategic life simulation game developed by EA Mobile and later with Firemonkey Studios. It is a free version of The Sims for mobile devices and was released for iOS on December 15, 2011, Android on February 15, 2012, BlackBerry 10 on July 31, 2013, and Windows Phone 8 on September 12, 2013.

In the game, players build and design houses and customize and create virtual people called Sims. Players are able to control the Sims to satisfy their wishes and complete actions to earn in-game currency, which can also be obtainable by spending real money. There are 55 levels that the player must progress through to unlock content, such as furniture, which can be purchased with the virtual currency. The Sims are able to procreate, yet there is a limit of 34 Sims a player can have in their town. This restriction can be removed if the player becomes a VIP.

Media Language

Jean Baudrillard

Media Representations

Liesbet van Zoonen

Paul Gilroy

Stuart Hall

David Gauntlett argues that the media and technology play a significant role in shaping our identities and provide us with new ways to express ourselves and connect with others. For example, the variety of skin tones available at the customization stage of The Sims FreePlay is a recognition of the racial diversity of the audience. Whilst the gender options follow the binary of male and female, the players themselves are able to reject traditional gender roles when exploring the virtual world. This allows the town to become a place that reflects the player’s identities and values.

Media Industries

Sonia Livingstone

Peter Lunt

Media Audiences

Albert Bandura

George Gerbner

Stuart Hall

Henry Jenkins suggested that fandoms are social entities with distinct dimensions. The Sims FreePlay has a dedicated group of players known as ‘Simmers‘ who exchange tips and ideas on online forums where they develop a social community around the game to both praise and protest against aspects of the gameplay.

In a 2020 survey from The Entertainment Software Association found

Context

CSP: SIMS FREEPLAY

The Sims FreePlay is a strategic life simulation game developed by EA Mobile and later with Firemonkeys Studios. It is a freemium version of The Sims for mobile devices; it was released for iOS on December 15, 2011, released for Android on February 15, 2012, released for BlackBerry 10 on July 31, 2013, and released for Windows Phone 8 on September 12, 2013.

The game was banned in multiple countries: China, Saudi Arabia, United Arab Emirates, Oman, Kuwait, Qatar and Egypt due to the ability to form homosexual relationships.

The Sims Freeplay is a game available on multiple mobile devices where the player uses ‘Sims’ who they can control to do many activities similar to real life. It can be considered a simulation of real life and an escape from the real issues and hardships of everyday life to enjoy a simulation of life with no real effect or consequence. This idea can be applied to Baudrillard’s theory on postmodernism and simulacra where he says “It is no longer a question of imitation, nor duplication, nor even parody. It is a question of substituting the signs of the real for the real” (“The Precession of Simulacra” 2).

Theorists:

Thomas Schatz-page 3

Todorov’s narrative theory,

Steve Neale-page 4

hierarchy of needs-page 6

uses and gratifications

Henry Jenkins+Jeremy Tunstall-page 5

David Gauntlett-page 7