Analysing Game Media: The Sims!
[BCM215 - Blog 1]
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Image Source: EA
The Sims, a life simulation game series created by Maxis and published by Electronic Arts, is without a doubt a true media phenomenon. Since its debut in 2000, "The Sims" has captivated millions by allowing players to create and control virtual people, known as Sims, and explore the ups and downs of everyday life in a virtual world. With over 200 million copies sold worldwide, it's one of the best-selling video game franchises of all time. Its mix of creativity, humour, and social simulation has made it not only a blockbuster hit but also a fascinating subject for academic study. I chose to analyse The Sims Franchise because it offers a unique lens through which to explore how games reflect and shape our cultural narratives, personas, and nostalgia.
Analytical Framework:
Nostalgia
Nostalgia refers to a sentimental longing for the past, often for a period or place with happy personal associations. In the context of media studies, it can be understood as a powerful force that shapes how individuals and communities remember and engage with past experiences through cultural texts. According to Boym (2001), nostalgia can manifest in two forms: restorative and reflective. Restorative nostalgia attempts to reconstruct the past, while reflective nostalgia dwells on the longing itself, often with a sense of irony or contemplation. In "The Sims," nostalgia is evoked due to the timelessness of the game. There are four main games in the series and many fans continue to play or revisit them because it reminds them of childhood. I first encountered The Sims 2 in primary school when my cousin played it. I soon began playing on her computer and later received my own copy of The Sims 4. I still revisit both games occasionally, mainly for their nostalgic value and serving as reminders of simpler times.The game's timeless appeal lies in its capacity to evoke such feelings, making it a compelling text for exploring how nostalgia operates within digital media.
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Persona
Persona theory, drawing from the work of Carl Jung, explores the roles or masks that individuals present to the world, often as a way to navigate social expectations. In digital games like "The Sims," persona can be understood in terms of the avatars or characters players create, which serve as extensions of their identities, desires, and social roles. (Gee 2003) Video games provide spaces where players can experiment with different identities and personas, often blurring the lines between the player's self and the in-game character. In "The Sims," players craft personas for their Sims, making choices that reflect their own aspirations, fears, and cultural norms as the game is essentially a life simulator at its core. This dynamic interaction between player and avatar makes The Sims an ideal case study for understanding how digital games function as spaces for identity exploration and performance.
Narrative
Narrative theory in media examines how stories are constructed and how they convey meaning. In games like The Sims the narrative is often non-linear and emergent, shaped by the player's choices and interactions within the game world. Digital games challenge traditional notions of narrative by allowing for multiple, player-driven storylines that can diverge and converge based on gameplay (Ryan, 2001). The Sims is particularly interesting in this regard, as it offers a sandbox environment where players can create their own stories, whether mundane or extraordinary. Branching out even further, one only has to look up The Sims on a social platform like YouTube to see the types of narratives which are possible within the game; challenges often occur within the fandom set around certain scenarios. For example, “The 100 Baby Challenge” or “Rags to Riches Challenge”. The game's narrative flexibility allows for a wide range of interpretations, making it a rich text for analysing how narrative is involved in interactive media.
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Image Source: RockPaperShotgun.com
In The Sims, nostalgia, persona, and narrative intertwine to enhance the player experience in specific yet relatable ways. Nostalgia is evident in the game's design, allowing players to idealize past experiences or imagined lives, tapping into personal memories. This nostalgic framework influences persona, as players project their own aspirations onto their Sims, creating characters that reflect personal fantasies and societal roles. The narrative emerges from these interactions, as players' choices generate unique stories within the game. This synergy of nostalgia, persona, and narrative enriches gameplay and provides insights into how players shape their virtual worlds, making "The Sims" a compelling text for examining identity, memory, and storytelling in digital media.
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Image: IGN
This blend of nostalgia, persona, and narrative in "The Sims" shows that players' engagement with the game reflects their personal morals and beliefs. Nostalgia drives players to revisit their past feelings and emotions, mirroring their values and memories. The personas created for Sims express individual identities and social roles, highlighting beliefs about societal norms and aspirations. The narratives that then emerge from player choices further reveal how players perceive and interact with their virtual worlds. Ultimately, "The Sims" acts as a mirror, reflecting players’ deeper values and viewpoints, making it a profound tool for exploring personal and cultural self-representation.
References:
Boym, S. 2001. The Future of Nostalgia. Basic Books, New York.
Gee, J.P. 2003. What Video Games Have to Teach Us About Learning and Literacy. Computers in the Schools, 20(3-4), pp.15-24.
Ryan, M.-L. 2001. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, Baltimore.
Nutt, D. and Railton, D., 2003. The Sims: Real life as genre. Information Communication & Society, 6(4), pp.577-592.
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