The Sims FreePlay CSP - Audience and Industries blog tasks
The ability to create and customize characters and homes, which fosters creativity.
Engaging gameplay mechanics that allow players to build relationships and manage life events, enhancing immersion.
Regular updates and events that keep the game fresh and encourage ongoing participation.
2) The game information reflects the strong element of participatory culture in The Sims by emphasizing user-generated content and customization. Players are encouraged to express themselves through their characters and environments, which aligns with participatory culture's focus on community involvement and creativity.
3) User reviews suggest that the audience pleasures of the game include the enjoyment of creativity, social interaction, and the satisfaction of completing tasks and building relationships within the game. Many players appreciate the freedom to design their own stories and lives, which enhances their engagement with the game.
Participatory culture
1) Will Wright described The Sims as a "sandbox" game, focusing on creativity and personal expression rather than traditional gaming objectives.
2) Maxis was initially not interested in The Sims because they thought it would not be commercially viable and could not compete with action-oriented games.
3) ‘Modding’ refers to the modification of a game by its community. It links to Henry Jenkins’ idea of ‘textual poaching’ as it involves players taking elements of the game to create new content, thereby reshaping the original work into something personal and unique.
4) Key quotes from Jenkins, Pearce, and Wright on p136 might include insights on participatory culture, the role of community in gaming, and the impact of user-generated content, but you will need to refer directly to the text for exact wording.
5) Examples of intertextuality discussed in relation to The Sims include players replicating famous landmarks, characters from movies, or other elements from popular culture within their game, showcasing the blending of different media.
6) ‘Transmedia storytelling’ refers to telling a story across multiple platforms and formats. The Sims allows players to create transmedia storytelling by enabling them to craft narratives that can be shared and expanded upon in various ways, both within the game and in external communities.
7) Over the last 20 years, Sims online communities have developed into vibrant spaces for sharing content, discussing gameplay strategies, and fostering friendships, reflecting the game's enduring appeal and the strength of its participatory culture.
8) The writer suggests that The Sims will be remembered for its innovative approach to simulation games, its impact on gaming culture, and its role in fostering a community of creative expression.
Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).
1) James Paul Gee sees The Sims as an important game because it encourages players to engage in complex problem-solving and social interactions, which are valuable skills.
2) Will Wright wants players to use the game to explore and experiment with social dynamics and personal relationships, allowing them to reflect on real-life scenarios.
3) Whether The Sims is considered a game or something else entirely is subjective. Some may argue it transcends traditional gaming by focusing on life simulation and creativity rather than competition and objectives, while others may still classify it as a game due to its interactive nature.
Industries
Electronic Arts & Sims FreePlay industries focus
Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:
1)The game has expanded significantly with regular updates, new events, storylines, customisation options, and content designed to reflect player feedback and emerging trends
2)Schofield argues that games are now live services rather than static products. Developers continually update and improve games post-launch to keep players engaged and ensure the experience evolves over time.
3) Schofield praises the community as passionate and creative, highlighting their valuable feedback and the role they play in shaping updates and new content
4) EA introduces frequent updates, live events, seasonal content, and collaborations that keep the game relevant and engaging, catering to player interests and encouraging consistent interactio
5) The game has been installed over 300 million times, and players have logged 78,000 years of gameplay, showcasing its massive popularity and enduring appeal.
Read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:
1)The blog highlights the creativity, freedom, and storytelling opportunities players enjoy, allowing them to build homes, craft characters, and simulate lives in unique and personal ways.
2) Examples include themed expansion packs such as Pets, Seasons, University, and Island Living, as well as smaller add-ons like furniture packs and clothing bundles.
3)EA angered fans by offering essential features, like pools or toddlers, only through paid DLCs or expansions rather than including them in the base game. This gave the impression of withholding content for profit.
4)Innovations include open-world gameplay in The Sims 3, enhanced building tools, emotion-driven gameplay in The Sims 4, and expanded customization options across various installments.
5)This depends on perspective. Expansion packs cater to customer demand for more content, but withholding core features for DLC can feel exploitative. Striking a balance between profit and value is crucial to maintaining loyalty.
The ‘Freemium’ gaming model
Read this Business Insider feature on freemium gaming and multiplayer games. Answer
1) The article highlights that freemium games generate over 85% of the gaming industry's revenue, with billions of players worldwide participating in games that are initially free to play but include optional in-game purchases.
2)Freemium games rely on player retention to maximize revenue through in-game purchases. Developers are incentivized to design engaging, high-quality, and long-lasting experiences to keep players invested and willing to spend money over time.
3)The model could evolve with innovations like personalized monetization and new technologies, but risks include over-monetization, backlash against pay-to-win mechanics, and regulatory scrutiny of microtransactions and loot boxes. Balancing profitability and player satisfaction is key.
Regulation – PEGI
Research the following using the Games Rating Authority website - look at the videos and FAQ section.
1) PEGI assigns age ratings to games based on content, ensuring suitability for players. In the UK, these ratings are legally enforceable under the Video Recordings Act, restricting sales to underage individuals.
2) 3+: No violence or fear
7+: Mild violence or scares
12+: Moderate violence, mild profanity, or sexual innuendo.
16+: Realistic violence, strong language, or drug use.
18+: Graphic violence, explicit sexual content, or glamorized crime.
Content descriptors (e.g., violence, language) give extra detail.
3) Developers submit a content questionnaire and footage for review. PEGI evaluates, tests, and certifies the game with an age rating and descriptor.
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