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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.

Sims Freeplay

Media Audiences

Main target audience are female casual gamers age 18-40. People who are more into hardcore gaming.

One of the reasons people may enjoy playing sims is the feeling of “playing god” and being in control, you can choose where they live, how they look, what they like, who they want to be friends with, etc. This allows audiences to create the virtual reality they want as they can create a family of their own.

This may appeal to caring side of audiences, for example maternal feelings in female players as characters can have babies and you can see them grow up, reflecting the virtual reality into their own lives.

This allows creativity to be explored as you are able to build like Minecraft which allows audiences to do what they like. This allows audiences to be creative and experiment with building and design choices.

Sims gives us the impression of escapism as people who choose to play sims can be offered the sense of a utopian dream world. The trailer of sims free play allows us to look into how we can create our dream life and dream home. This offers audiences a fantasy escape from their boring lives.

Creating your character isn’t the main part of sims as you can create characters or situations they can identify with, for example they can form their perfect love interest or make them famous and allows them to gain attention, etc.

Audiences may enjoy being able to experience things in a safe detached way. For example, people can die in your game or come to harm but it gives you the feeling that nothing will happen in their own real life.

There are many players who might find the game cathartic as they can experience situations that are exciting via the game, as the game allows them to explore different ways on how to play with the sims free play. This permits audiences to vent their own frustration or feelings in a safe way through the use of cathartic experiences.

There is a big diverse of players who may enjoy the diverse range of characters options, so you can choose a male or female characters or ethnicity, or be straight or be part of the LGBTQ community. Producers responded to audience requests for aspects such as more skin colours, more hair types, pregnancy, etc.

The game is very simple and doesn’t need that much experience to play it. It is reassembly self explanatory. However, many audiences would like the mobile nature of the game. For example phones and tablets are increasingly popular ways of playing games.

The game is free to download and is appealing to many audiences, which makes it popular. However, there were some audiences who believed that there was too many in app purchases and that it was too hard to enjoy the game fully without spending money. This makes some audiences annoyed as they wouldn’t want to keep spending money to gain access to more upgrades. Generally there are some audiences who enjoy hacking games and often share these tips online.

Media representation

Sims can be a diverse game where you can create hundred of different options including gender, age, ethnicity, eye colour, hair colour, personality trait etc. This means the representation in the game is not fixed, and almost infinite in terms of diversity and peoples choice.

Unlike other media products, video games (particularly sims) allows audiences to shape the representation themselves. Many video games offer only a couple limitations of playable characters and they are often straight, white men. Sims free p[lay offers this diverse choice of choosing which kind of character you want to play, different ethnicities and your sexuality.

The representations in this game might be seen as more liberal and diverse than in others. The game offers a much broader range of skin tones, hair types, and accessories than other / previous games.

However, due to the game being set, some people can manipulate the game which doesn’t allow for players to officially make their sims intolerant, players can manipulate the game options to create intolerant worlds.

In terms of gender, their is lots of interests of women in their trailers looking for love and having babies, although the game offers a variety of choice for representation, the marketing shows common gender stereotypes. Women as shown taking on domestic roles of childcare and men are shown playing sports and working. However, the game does allow players to challenge gender stereotypes. For example, you can choose to play as a female characters for their sims does not limit their options in terms of clothing, hair style, or facial hair. Therefore you can manipulate the wide range of gender identities to be expressed by players although they still only have two genders to choose from on official options.

There is also a simulation that the game is designed to mimic reality in many ways. They try to keep the game as similar to real life as possible, their are elements such as morning sickness that add to to the realism of the game, the idea of verisimilitude.

There are many tasks that reflect the tedium, of real life, for example cleaning.

Sometimes players can feel immersed into the world of the games because of how realistic it feels. The graphics are low and it is not a real world. It removes some of the verisimilitude, as the game does not feature miscarriage or abortion so removes some more serious aspects of real life.

The game is game entertaining and fun and light-hearted, therefore they are trying to keep it real and pleasant.

Media Industry

Sims is published by 2 companies, EA mobile company and Firemonkeys studios. They are both subsidiaries of electronic arts. EA has a reputation for big budget triple A games that have had a huge success so many have pre-sold audience of fans.

EA mobile has over 800 staff in the US just to work on mobile gaming. EA mobile has 9 office around the world, reflecting the increasing popularity of mobile and casual gaming. EA has nearly 10,000 staff, 44 studios across 20 countries and nearly £6billion income each year.

A company called Maxis originally developed sims game and began the franchiser, and they recognised the potential and brought in Maxis in 1997 which is a horizontal integration.

The game has been successful as over 200 million have download the game. Distributing games digitally via things like the app store, is much cheaper than “hard copy” distribution eg discs.

However mobile gaming presents its own unique costs and difficulties for developers , sometimes mobile gamers have to constant update to cope with update releases for mobile operating systems. This is to make sure free mobile games can releases updates to keep audiences playing the game and making in app purchases. For example, add pets, more buildings etc.

Hesmondhalgh talks about minimising risks and profit, if you keep updating the game is a great way of maximising profits. Applying Sims to a mobile app and making it free allows more profit to come in and minimises the risk.

The VSC used the PEGI rating system to award the game a 12 rating. It has mild horror or fear themes, mild sexual content and nudity and mild alcohol, tobacco or drug references. This is likely because the players can put their SIMS in a variety of scenarios such as drinking, kissing, sex etc.

However, considering how it is easy for players under 12 can access the game, it has issues with regulation. It is difficult to regulate and online game because what is legal or socially acceptable varies from country to country and yet the game is distributed online where global players can access it. Particularly is Asia it is banned, due to LGBTQ characters and relationships.

Audiences were the ones who suggests pregnancy as being a desirable game feature which helps form a connection with the audience, to attract more audiences.

CSP – SIMS FREEPLAY

Website: https://www.ea.com/en-gb/games/the-sims/the-sims-freeplay

Facebook: https://www.facebook.com/thesimsfreeplay/

Twitter: https://twitter.com/TheSimsFreePlay?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor

Language

  • Simulation
  • Players create account and are made to create their own avatar that they can control and ‘play’ as
  • They can ‘design’ this virtual character by changing skin tone, eye shape, hair style, outfit and body type to name a few.

Audience

This CSP 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 The Sims FreePlay is indicative of wider concerns about the potentially negative influences that video games are claimed to exert on players, particularly young players.

Representation

  • Representations are quite idealistic. Promoting the American Dream, idealistic body types and a perfected version of life

Industries

  • The Sims FreePlay was developed by EA Mobile. Released on IOS in 2011
  • The game was later taken over by Firemonkeys Studios

Regulation:

Sims FreePlay is regulated by the BBFC – British Board of Film Classification. This is an independent organisation that regulates all computer games in the UK. It is rated 12 – because the game “may contain themes that are not suitable for younger children, such as the potential for violent fist fights and “woohoo!”.

https://www.newsweek.com/sims-freeplay-banned-china-saudi-arabia-egypt-lgbtq-996699

The computer game was banned in China, Saudi Arabia, UAE, Oman, Kuwait, Qatar and Egypt due to the games inclusion of LGBTQ and Non-Binary characters. The EA responded saying that “regional standards” were the reason for this ban. The Sims responded saying “We’ve always been proud that our in-game experiences embrace values as broad and diverse as our incredible Sims community. This has been important to us, as we know it is to you”

Sims Freeplay

The Sims FreePlay is a strategiclife 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 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 decision to ban the game due to ”sims” being able to have a homosexual relationship brings the topics of ”the media changing and moulding behaviour”, and further the ideas of authoritarianism and libertarianism. Authoritarianism being the ”Principle of blind submission to authority, as opposed to individual freedom of thought and action.” Libertarianism being ”Libertarians seek to maximize autonomy and political freedom, and minimize the state’s encroachment on and violations of individual liberties; civil and political rights, bodily autonomy, free association, free trade, freedom of expression”. The choice to ban a game due to the freedom of relationship shows the authority of these countries and how the want to dictate their population and what they are exposed too.

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

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