Sims, Metroid, Tomb Raider

Sims – Freemium model – casual audience – more try out the game – more impressionable
Sims literally depicts life – good medium for propaganda/hyperdermic needle
imagined communities – sims creates communities of virtual people – allows differing/similar opinions and viewpoints/ideologies to mix
Banned in certain parts of the world – China/UAE/Saudi Arabia due to possibility of establishing a homosexual relationship – goes against Skinner’s concept of “free will” and 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.
Game is quite literally a simulation of life – Baudrillard

Tomb Raider – Cultivation – repetitive products – violence
patriarchy – Laura Mulvey etc – appeal to stereotypes – reactionary content – Curran

Metroid –

Essay Starting Sentence

Audiences of video game products such as Sims or Tomb Raider could be argued to reject or accept ideologies conveyed by media products, and this process is often the product of industrial strategies to mitigate risks as identified by Hesmondhalgh, and the representations of products appealing to the concept of Postmodernism.

Audiences of video game products such as Sims or Tomb Raider could be argued to reject or accept ideologies conveyed by media products as a result of media effects theories, and this process is often the product of industrial strategies to mitigate risks as identified by Hesmondhalgh, and the representations of products appealing to the concept of Postmodernism.

Leave a Reply