Tuesday, November 12, 2024

Videogames: The Sims FreePlay - Language & Representations

Our first videogames CSP is The Sims FreePlay (2011).

This is another in-depth CSP so will require significant work and research 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. This paved the way for the market we see today.

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 more than 200 million downloads since 2011 – remarkable success.

Representations

The Sims franchise offers range of representations on gender, age, race/ethnicity, sexuality, capitalism and even reality itself.

One aspect of The Sims is the values and ideologies that the game reinforces. Although it has been praised for its liberal values over, for example, LGBTQ+ representation, it could also be argued that the game reinforces dominant American capitalist ideologies.

Expansion pack trailers

A useful way to analyse representations in The Sims FreePlay is to study the trailers produced by EA to promote expansion pack DLC. For example: 





Using these expansion pack trailers, we can study the representation of gender, age, race/ethnicity and much more.


The Sims and postmodernism

Watch this introduction to Baudrillard from 8-Bit Philosophy:



Baudrillard argued that our culture now perceives the ‘copy’ (media representation) as more real than the ‘original’ and stated that we live in a culture where the ‘fake’ is more readily accepted than the ‘real’ – therefore creating hyperreality. This blurs the line between fiction and reality.

The Sims franchise is a perfect study in hyperreality as it allows players to create an entirely constructed life through the game.

The Sims FreePlay social media channels also provide an example of simulacra – they are situated in the real world and interact with real players but feature entirely constructed fictional content from the game. Here, they also make intertextual references to real celebrities. Where is the line between fiction and reality?



The Sims FreePlay CSP - Language & Representations blog tasks

Create a new blogpost called 'The Sims FreePlay CSP - Language & Representations' and complete the following tasks.

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?


Representations

Re-watch some of the expansion pack trailers and answer the following questions:

1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?

2) What stereotypes have you identified in The Sims FreePlay?

3) What media theories can you apply to representations in The Sims FreePlay?

Representation reading

Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:

1) How realistic does The Sims intend to be?

2) How has The Sims tried to create more realistic representations of ethnicity?

3) How has The Sims responded to racism and sexism in society?

4) What is The Sims perspective on gender fluidity and identity?

5) How does The Sims reinforce the dominant capitalist ideologies of American culture?


Read this New Normative feature on LGBTQ representation in The Sims franchise (the website link no longer works but that will take you to the text of the article - you'll need your Greenford Google login to access). Answer the following questions:

1) How did same-sex relationships unexpectedly help the original Sims game to be a success?

2) How is sexuality now represented in The Sims?

3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?

4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?

5) How is sexuality represented in the wider videogames industry today?


Reality, postmodernism and The Sims

Read this Paste Magazine feature on reality and The Sims franchise. Answer the following questions:

1) What does the article suggest about the representation of real life in The Sims 4?

2) What audience pleasures did the writer previously find in The Sims franchise?

3) Why the does the writer mention an example of a washer and dryer as additional DLC?

4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?

5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?


The Sims FreePlay social media analysis

Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:

1) What is the purpose of The Sims FreePlay social media channels?

2) Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.

3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?


Extension: Postmodernism academic reading

If you're interested (or planning on studying Media or Cultural Studies at university), read this highly academic and challenging summary of hyperreality, implosion and postmodern theory from the University of Chicago. Consider how these approaches apply to the digital media landscape we’ve been studying and in particular the videogame industry and franchises like The Sims
. For example, linking to our work on postmodernism and The Sims, how could The Sims FreePlay's social media presence be an example of Baudrillard’s hyperreality and simulacra?

Due date: on Google Classroom

Tuesday, November 05, 2024

Videogames: Henry Jenkins - fandom and participatory culture

Our first lesson in Videogames explores the work of Henry Jenkins -  a named audience theorist and an expert in fandom and participatory culture.

We need to apply Jenkins's ideas to our upcoming videogame CSPs but also think back to where his ideas are relevant with other media texts we have studied. His work on participatory culture links with Clay Shirky in places and the concept of fandom is important to many media texts - from TV drama to Taylor Swift in particular.

Videogames: an introduction

Videogames is our final in-depth media topic. Our Videogames CSPs are The Sims FreePlay and Horizon Forbidden West.

These are in-depth CSPs and need to be studied with reference to all four elements of the Theoretical Framework (Language, Representation, Industries, Audience) and all relevant contexts. This will then be tested in the Media Two exam with a 25-mark essay question.

The videogames industry is a huge media market – bigger than video and music combined. It is worth more than £4bn – more than double its value in 2007. Remarkably, these figures do not include mobile and free games such as Fortnite (which has over 600 million players worldwide).

With games like FIFA/FC, Red Dead Redemption and Call of Duty each selling millions of copies, it is important to consider the influence games can have on audiences and society.


Henry Jenkins: participatory culture

Henry Jenkins is an expert in fandom and participatory culture. Key to this idea is the concept of the ‘prosumer’ – audiences that create as well as consume media. This culture has revolutionised fan communities with the opportunity to create and share content. It also links to Clay Shirky’s work on ‘mass amateurisation’.

Fandom is now big business – with Comic-Con events making millions. More importantly, the internet has demonstrated the size of fan communities so it is no longer a minority of ‘geek’ stereotypes but mainstream popular culture (such as Marvel, Harry Potter or Doctor Who).



Jenkins defends fan cultures and argues that fans are often stereotyped negatively in the media because they value popular culture (e.g. films or games) over traditional cultural capital (high brow culture or knowledge). The irony is fan culture is often dominated by middle class, educated audiences.

Jenkins discusses ‘textual poaching’ – when fans take texts and re-edit or develop their meanings, a process called semiotic productivity. Fan communities are also quick to criticise if they feel a text or character is developing in a way they don’t support.


Henry Jenkins - fandom blog tasks

The following tasks will give you an excellent introduction to fandom and also allow you to start exploring degree-level insight into audience studies. Work through the following:

Factsheet #107 - Fandom

Read Media Factsheet #107 on FandomUse our Media Factsheet archive on the M: drive Media Shared (M:\Resources\A Level\Media Factsheets) or log into your Greenford Google account to access the link. Read the whole of Factsheet and answer the following questions:

1) What is the definition of a fan?

2) What the different types of fan identified in the factsheet?

3) What makes a ‘fandom’?

4) What is Bordieu’s argument regarding the ‘cultural capital’ of fandom?

5) What examples of fandom are provided on pages 2 and 3 of the factsheet?

6) Why is imaginative extension and text creation a vital part of digital fandom?


Henry Jenkins - degree-level reading

Read the final chapter of ‘Fandom’ – written by Henry Jenkins (note: link may be blocked in school - try this Google Drive link if you need it.) This will give you an excellent introduction to the level of reading required for seminars and essays at university as well as degree-level insight into our current work on fandom and participatory culture. Answer the following questions:

1) There is an important quote on the first page: “It’s not an audience, it’s a community”. What does this mean?

2) Jenkins quotes Clay Shirky in the second page of the chapter. Pick out a single sentence of the extended quote that you think is particularly relevant to our work on participatory culture and the ‘end of audience’ (clue – look towards the end!)

3) What are the different names Jenkins discusses for these active consumers that are replacing the traditional audience?

4) On the third page of the chapter, what does Wired editor Chris Anderson suggest regarding the economic argument in favour of fan communities?

5) What examples does Jenkins provide to argue that fan culture has gone mainstream?

6) Look at the quote from Andrew Blau in which he discusses the importance of grassroots creativity. Pick out a sentence from the longer quote and decide whether you agree that audiences will ‘reshape the media landscape from the bottom up’.

7) What does Jenkins suggest the new ideal consumer is?

8) Why is fandom 'the future'?

9) What does it mean when Jenkins says we shouldn’t celebrate ‘a process that commodifies fan cultural production’?

10) Read through to the end of the chapter. What do you think the future of fandom is? Are we all fans now? Is fandom mainstream or are real fan communities still an example of a niche media audience?


Due date: on Google Classroom.