SIMS Flashcards

1
Q

Industries

A

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.

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2
Q

Genre

A

Life simulation
Keep your character satisfied, genre of integration - determined by our personal relationships.

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3
Q

Audience

A

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.

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4
Q

Representation

A

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

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5
Q

Gameplay

A

Everyday things.
55 levels, quests
Available in 11 languages, global and worldwide
Partnering with different brands for marketisation minimises risk and maximises profit

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6
Q

Fandom

A

Fandom page engages , creates a social community- more intense than casual players.

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7
Q

Theories

A

Social learning theory
Transgressive behaviour
Identity theory
Fandom theory
Postmodernism

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8
Q

Mobile Gaming

A

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.

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9
Q

Cultural industries

A

They market with different brands to minimise risks and maximise profit. Eg moschino.

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10
Q

Hyper-reality

A

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.

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