Sims - language and representation Flashcards

1
Q

What genre is the Sims

A

Strategic life simulation, where the player acts as a god-like force

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What’s the overall plot of Sims

A

Focused on simulating the life and experiences of virtual people (Sims) which were impacted on by the choices made by the player. Players can control their lives by scheduling exercise, reading, eating and work. The intervention of players will determine the way the Sims life develops

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

How is the narrative of the game unconventional?

A

It doesn’t use a quest narrative, the player does not play a hero role and there’s no specific conflict or resolution. Players roam freely and rather than having a pre-determined narrative, players engage in the environment as they wish: this makes it a sandbox narrative

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

In what way does the game offer the player control over the media language which represents the environment?

A

Make choices about the way characters and locations look. There’s a large range of architectural styles and inside homes players can choose the decor.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Which aspect of appearance cannot be customised by the player? What’s the effect of this?

A

only one body shape available for each gender. This could cause naturalisation of body size and follows hegemonic views about beauty standards

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What’s the colour and animation of the media language like? Why?

A

Bright primary colours helps to create a fun, upbeat tone. The cartoon like style however is more cartoonish and simplistic in visual design, which again reflects the more light-hearted tone of the game.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

How would Baudrillard be applied to the game?

A

The Sims is a simulation and creates a hyper reality or implosion given it may be a more appealing reality than reality itself and the lines between media and reality become blurred.
As players play, they develop a strong sense of identification with the Sims, allowing the player to ‘feel’ as they engage. The player for example is likely to feel satisfaction when finishing a task - this is generated by nothing more than a representation (or a simulacra)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

What ideologies are conveyed through the Sims?

A

-Materialism
-Consumerism

In both these, a person’s status is related to what they purchase

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What makes the game progressive in terms of representation?

A

You can make the player any race or gender (although no option yet to identify as non-binary), meaning the game is not dominated by white males and is instead more progressive with a wider range of representation. Players are able to choose or reject traditional gender roles as they play.

However, how progressive the game is still depends on the player; the game in itself is not progressive

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

What would Gauntlet argue about the game?

A

Because you can choose to be any race, sexuality or gender, there are much greater opportunities to ‘pick and mix’ and base your own identity from characters in the game. This allows for the ongoing project of the reflexive self

However, the choosing of personality type such as sporty or bookworm can lead to the narrowing of identities. Although this could still be used to create countertypes as a bookworm could be made outgoing and attractive while sporty sims could be made timid

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What would Van Zoonen argue about the target audience and gameplay?

A

Much of the gameplay is based on domestic roles and so it can be assumed by some that the game targets a predominantly female audience. Van Zoonen would see this assumption as reflecting hegemonic attitudes, although the game itself doesn’t impose these attitudes to gender: whether or not females are portrayed as active or passive will depend on the players choice. However, the game doesn’t award passivity so females are likely to be encouraged to engage in social, professional and domestic activities. Characters are valued by achievements rather than gender or appearance.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

How does the game represent LGBTQ+?

A

The game includes various relationships, allowing players to reflect different sexualities, defying heteronormativity. Sexual identity is not fixed, making it progressive

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

What helps to give the game a cartoonish, somewhat unrealistic and light-hearted atmosphere?

A

The game is isometric - there’s no horizon, no foreshortening and no parallax of objects. This means every object looks the same size, even if far away

The Sims also use Simlish rather than human language. The delivery and tone of gibberish conveys emotional meaning without the need for dialogue

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

How can Todorov be applied to the Sims?

A

There is no clear equilibrium or other stages due to the open nature of game play. The Sims is challenging traditional narrative structures
However, Todorov may be able to be applied to micro-narratives:
equilibrium - the sim lives in a small house with limited furnishing
disruption - a new task appears
recognition - the player clicks on the task (i.e. buy a tv)
attempt to repair - the player opens the item tab and buys a TV
Ne equilibrium - the sim can now watch TV

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Why can the game be said to not reflect true reality as it keeps the game light hearted? What’s an example of a negative element of life still included?

A

EA avoids including dark and distressing real-world societal problems such as racism, poverty, climate change, murder and miscarriage
However, elements such as morning sickness have been included to add verisimilitude

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

How can Stuart Hall’s representation theory be applied?

A

The game could be seen as potentially harmful in allowing players to create Sims based on stereotypes. Stereotyping relies on reducing a diverse group into a set of personality traits -simplification - this could be done by the player. Similarly, there’s nothing stopping the player enforcing hegemonic stereotypes, creating all white characters making black people seem like ‘other’ or even threatening

17
Q

How does the game still try to appeal to countries not in the Western world?

A

Expansion packs mean that global audiences can still play the game without being shut out by a lack of cultural context

18
Q

What is the primary casual agent in the game?

A

Actions and tasks of humans

19
Q

How can the reflective, intentional and constructionist approach be applied to The Sims?

A

Reflective- Ability to create any gender or race of Sim, allowing for a broad range of societal representation and is largely reliant on mundane tasks
Intentional - Materialism and consumerist culture - the idea that wealth gives you status. Also a very westernized world with few societal problems represented
Constructionist - The user gets to define most of what the representations are and what the landscape looks like

20
Q

How is Sims Freeplay different to previous Sims games?

A

In Sims Freeplay they must complete tasks whereas previously, there were no goals or only loose character focused goals that could be done for bonuses and weren’t imperative to progress
The game offers the chance to improve the whole town, unlike previous versions that focused on one household

21
Q

What encourages players to look after their sims?

A

Each character has a needs bar, displaying what that individual sim needs more of to survive

22
Q

In what way is the gameplay of Sims Freeplay similar to previous versions?

A

Touchscreen
All button inputs are done via touching the appropriate panel
360 camera which is manoeuvrable by using specific touch gestures

23
Q

How can Propp be applied to the Sims?

A

Hero- Sim avatar
Villain - the sims needs and desires
Princess- experience for the player
Dispatcher - the task system that tells you what to do next
helper - money that can be earnt or bought
Donor - the game’s item store

24
Q

What are some of the semantic codes of the game?

A

-Exp representing progress and needs bar representing the needs of Sims
-Green diamond representing control
-Conversation bubbles representing the conversations in Simlish

25
Q

What are some of the symbolic codes of the game?

A

Poor V Rich
Happy V Sad
Social V Unsocial

26
Q

What are some of the cultural codes in the game?

A
  • players need to be accustomed to a modern western world to be successful
  • general knowledge of human condition is expected such as requirements to each, sleep and socialise
27
Q

How could Neale be applied?

A

Conventional: sandbox game retaining features such as character needs and desires
Subversion: allows the purchase of real money and allows you to focus on multiple characters

28
Q

What are some examples of simulacra in the game?

A

Simlish - reflection of a wide audience and no superior language
household items are simple representations with no brands
Simoleons reflect a fake currency

29
Q

How are personalities of Sims stereotyped?

A

Personality options include traits like Bookworm, Geek, Sporty and Flirt - this causes overly stereotyped characters and pigeon-holes their actions into just one category

30
Q

Which groups may not be able to have equal access to the game?

A

It excludes religious narratives - Sims cannot pray for example, limiting access and identity gratifications for certain groups

31
Q

What is the content are the social media platforms mainly focused on promoting?

A
  • Updates and new features or packs
  • Specific actions in the game, hooking the audience in and wanting to complete it for themselves. These may be actions that require paid for packs or a certain social status/ being VIP, encouraging gamers to spend money on the game
32
Q

What is the media language of the social media content like?

A
  • Gender and race are equally represented to ensure they are creating broad audience appeal.
  • It’s largely domestic settings so may appeal more to a female audience
  • They celebrate minorities such as International Women’s day and black history month, showing they champion all players and encourage players to make their worlds progressive. However, some may claim this to just be an advertising technique
33
Q

How can Clay Shirky be applied to the Sim’s social media?

A

The social media asks questions making it interactive for the audience and preventing death of audience: e.g. “What was your favourite ever update / event of Sims Freeplay”. This led to people commenting what events they wanted to be brought back, increasing the ability of the producers to shape the game around the players and hence increase in success

Similarly, there is a two-way line of communication as audiences are active in telling the producers in the comments how they would like to see the product evolve/develop