This is another in-depth CSP so will require significant work and research across three blogposts to complete your case study.
Background: mobile gaming
- The videogames industry has changed massively since the emergence of the smart phone and app store distribution model.
- Mobile gaming has changed the audience demographics for gaming and brought the industry into the mainstream.
- The app store model means tech giants such as Apple and Google are making significant sums from mobile gaming but mobile hits can still earn developers millions.
- Angry Birds made developer Rovio $200m in 2012 and broke 2 billion downloads in 2014.
The Sims FreePlay
- The Sims FreePlay is a spin-off from the hugely successful Sims franchise first published by Electronic Arts (EA) in 2000.
- The game is a strategic life simulation game (also known as the sandbox genre).
- The Sims FreePlay takes the game on to phones and tablets and uses the ‘freemium’ model that makes money via in-app purchases.
- The game has seen 200 million downloads since 2011 – remarkable success.
The Sims FreePlay: Audience
- The Sims franchise has demonstrated there is a strong and lucrative market in female gamers.
- When The Sims was first pitched by creator Will Wright he described it as a ‘doll house’.
- The development company Maxis weren’t keen because ‘doll houses were for girls, and girls didn’t play videogames’. EA then bought Maxis, saw potential in the idea and one of the most successful ever videogame franchises was born.
- Expansion packs available for The Sims FreePlay reinforce the view that the target audience is predominantly female.
Participatory culture
- The Sims franchise is one of the best examples of Henry Jenkins’ concept of participatory culture.
- Since the very first game in the franchise, online communities have created, suggested and shared content for the game.
- ‘Modding’ – short for modifications – is a huge part of the appeal of the game. Modding changes aspects of the gameplay – anything from the strength of coffee to incorporating ghosts or even sexual content.
Create a new blogpost called 'The Sims FreePlay case study part 1 - Language & Audience' and complete the following in-depth tasks.
1) What elements of gameplay are shown?
Language / Gameplay analysis
Watch The Sims: FreePlay trailer and answer the following
questions:
1) What elements of gameplay are shown?
2) What audience is the trailer targeting?
3) What audience pleasures are suggested by the trailer?
Now watch this walk-through of the beginning of The Sims FreePlay and answer the following
questions:
1) How is the game constructed?
2) What audience is this game targeting?
3) What audience pleasures does the game provide?
4) How does the game encourage in-app purchases?
Audience
Read this App Store description and the customer reviews for The Sims FreePlay and answer the following questions:
1) What critics reviews are included in the game information
section?
2) What do the reviews suggest regarding the audience
pleasures of The Sims FreePlay?
3) How do the reviews reflect the strong element of
participatory culture in The Sims?
Participatory culture
Read this academic journal article - The Sims: A Participatory Culture 14 Years On. Answer the following questions:
1) What did The Sims designer Will Wright describe the game as?
2) Why was development company Maxis initially not interested
in The Sims?
3) What is ‘modding’?
4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual
poaching’?
5) Look specifically at p136. Note down key quotes from
Jenkins, Pearce and Wright on this page.
6) What examples of intertextuality are discussed in relation
to The Sims? (Look for “replicating works from popular culture”)
7) What is ‘transmedia storytelling’ and how does The Sims
allow players to create it?
8) How have Sims online communities developed over the last
20 years?
9) Why have conflicts sometimes developed within The Sims
online communities?
10) What does the writer suggest The Sims will be remembered
for?
Read this Henry Jenkins interview with James Paul Gee,
writer of Woman as Gamers: The Sims and 21st Century Learning (2010).
1) How is ‘modding’ used in The Sims?
2) Why does James Paul Gee see The Sims as an important
game?
3) What does the designer of The Sims, Will Wright, want players
to do with the game?
4) Do you agree with the view that The Sims is not a game –
but something else entirely?
5) How do you see the future of gaming? Do you agree with James
Paul Gee that all games in the future will have the flexibility and
interactivity of The Sims?
Complete for homework - due date on Google Classroom.
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