SIMS Flashcards
Industries
Owned by EA, developed by fire monkey . Freemium business model. Attracts users.. in app purchases
Tempts users through collabs
2021-22- 3.91 billion in revenue.
Will Wright the original designer said it was satire of consumer culture.
Regulated by PEGI- 12, not suitable for young children. Possible same sex relationships.
Genre
Life simulation
Keep your character satisfied, genre of integration - determined by our personal relationships.
Audience
Female dominated activities eg get pregnant and become a mother
More women- diverse audience, uses and gratifications- helps women develop their relationships. Consumer culture and desire for wealth and status.
Representation
Gauntlet- media plays a role in shaping our identity and how we express ourselves.
Ethnicity- choice of skin tone- racially.
Gender- male and female can reject traditional roles.
Sexuality - you can be with the same gender in relationships. Men can wear dresses etc. banned in countries like Dubai due to homosexual natures
Gameplay
Everyday things.
55 levels, quests
Available in 11 languages, global and worldwide
Partnering with different brands for marketisation minimises risk and maximises profit
Fandom
Fandom page engages , creates a social community- more intense than casual players.
Theories
Social learning theory
Transgressive behaviour
Identity theory
Fandom theory
Postmodernism
Mobile Gaming
Pros : cheaper than a hard disk to make, easy to download.
Cons: can’t regulate who downloads it, constant updates to keep the audience attracted.
Cultural industries
They market with different brands to minimise risks and maximise profit. Eg moschino.
Hyper-reality
Everything is realistic for example women get pregnant, tidy up after children and perform everyday tasks.
Not real- give birth in 9 days, graphics are not realistic, more control than everyday life.