Wednesday 29 November 2023

Women and videogames: blog tasks

Women and videogames:


Part 1: Reading - Is Female Representation in Video Games Finally Changing?


1) How have women traditionally been represented in videogames and what percentage of the video game audience is female?

Traditionally, women have been represented in a way that objectifies them as sexual objects or as damsels in distress.42% - based on the survey “Distribution of Computer and Video Gamers in the United States from 2006 to 2017 by Gender”. This contradicts the idea that most gamers are male, meaning the industry cannot continue survive by only targeting males. 


2) What recent games have signalled a change in the industry and what qualities do the female protagonists offer?

Recent popular games like Tomb Raider, Horizon: Zero Dawn, Uncharted: The Lost Legacy, The Last of Us, Dragon Age: Inquisition, and The Walking Dead series have female protagonists or important female roles. The female protagonists act as role models for real women because they are strong, independent, intelligent, willful and compassionate.


3) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?

Yes I agree with the idea that audiences reject media products if they feel they are misrepresented by them because they aren't interested in games that don't accurately represent them. Women don't like being seen as sex objects and don't like being negatively represented. Lora Strum’s article states that "Though 47 percent of gamers are female…those women aren’t playing games with hypersexualized representations of themselves,".


1) How does Sarkeesian say things have changed in the videogames industry in the last 10 years? 

“We won.” In some ways, the talk was a victory lap for Sarkeesian, who told the crowd at GDC she feels feminist voices in gaming media and criticism succeeded in holding companies, developers and fans accountable for their behavior, while also ushering in meaningful changes to both how games are made and how women are presented in the medium. 

  • “If I tried to make any of these ‘Tropes’ videos today with only games from the last 10 years, it would be harder — not impossible, but harder,” Sarkeesian said. “There would be fewer examples and the patterns less egregious, and I think that that's saying something.” 
  • Sarkeesian pointed to examples like Dishonored 2, Horizon Zero Dawn and The Last of Us that featured strong female protagonists that didn’t fall into many of the same traps her “Tropes” series highlighted in past games. 
  • But Sarkeesian said that there are still deep-rooted issues, both in the number of games willing to tell unique female stories and in the conditions in which these games are made. “In the cultural war that ensued for the heart of gaming, I think it's fair to say that this talk is about winning. It's about what we won. And more than that, it's about how much more we have to do,” Sarkeesian said.

2) Why is gaming still male dominated? Make sure your answer here includes the statistics quoted in the article. 

Gaming is still male dominatedSarkeesian joked that the bestselling games when she started her “Tropes” series were Call of Duty, Halo and Madden, and that now the bestselling games of 2021 are … Call of Duty, Halo and Madden. She also said that many developers have skirted opportunities to tell female stories by creating live-service games and games without rich narratives. 

  • Studios at the center of the industry’s current reckoning around sexual harassment and discrimination are largely staffed by men. Women make up just 24% of employees at Activision Blizzard, for instance. 
  • A survey the organizers of GDC conducted with developers last year found that only 38% of respondents said their companies proactively reached out to talk about harassment, discrimination and sexism, and respondents felt those conversations fell short of expectations. 
  • “Our industry has been moving towards service games, where you choose from a roster of characters, or maybe even have character creators, and I think this has done two things simultaneously,” Sarkeesian said. “We now have more characters and more diversity of characters. More players get to see themselves reflected in games than ever before. But it's kind of killed stories. We have less stories.” 
  • Sarkeesian pointed to the indie game Gone Home, which she called a “revelation” for centering a queer female narrative, as an example of the kinds of the games the industry needs more of to continue evolving. 


3) How has the conversation shifted on representation in videogames? 

The conversation has shiftedSarkeesian pointed out how it’s no longer taboo to voice feminist critiques of video games and industry culture, the very things that made her a prime target for vicious harassment during the early days of Gamergate. 

  • But improving representation is just one step. Sarkeesian said it’s important now to recognize and combat sexism and harassment happening behind closed doors, at game studios large and small.
  • “You probably do not see the suffering that is happening right now in your companies,” Sarkeesian said. “This industry is drowning in trauma, abuse and harassment. Workers are being mistreated. They're being abused and harassed by people who hold power over them, by their communities and by their fans. As an industry, we are not OK and we haven’t been OK.”
  • “Clearly, this industry is not yet prepared to truly reckon with these powerful men and the harm that they’ve caused. But that harm is not only happening at these massive companies, and it isn't just perpetuated by extremely wealthy executives,” she added. “It's happening at small studios, too, because this isn't fundamentally a problem of money. It’s a problem of power.”



Part 2: Further Feminist Theory: Media Factsheet


1) What definitions are offered by the factsheet for ‘feminism ‘and ‘patriarchy’?

Feminism is a movement which aims for equality for women – to be treated as equal to men socially, economically, and politically. It is a movement that is focused not on ‘hating’ men, or suggesting that women are superior. Instead, feminism is focused on highlighting the power and suppressive nature of the patriarchy (male dominance in society). Feminists see the patriarchy as a limitation to women receiving the same treatment and benefits as their male counterparts.


2) Why did bell hooks publish her 1984 book ‘Feminist Theory: From Margin to Center’?

In 1984, hooks published Feminist Theory: From Margin to Center. She had identified a lack of diversity within the feminist movement, and argued that these diverse voices had been marginalised, being put outside the main body of feminism.


3) What aspects of feminism and oppression are the focus for a lot of bell hooks’s work?

hooks argues that feminism’s goal to make all women equal to men is flawed; not all men are equal to men as a result of oppression, sexuality, ethnicity. hooks used her work to offer a more inclusive feminists theory that advocated for women within a sisterhood to acknowledging and accepting their differences.


4) What is intersectionality and what does hooks argue regarding this?

The term intersectionality is used to describe overlapping or intersecting social identities and related systems of oppression, domination or discrimination. Its meaning is that multiple identities intersect to create a whole that is different from separate component identities. hooks challenged feminists to consider gender’s relation to sex, race, class and intersectionality. She argues that male involvement within the equality movement was important, encouraging men to do their part. Like Judith Butler, hooks questioned the approach of feminist to treat women as a single and coherent group. hooks has forcefully argued that poor black women have more in common with poor black men, than with the white middle classed feminists, and this had been ignored by white academic feminists.


5) What did Liesbet van Zoonen conclude regarding the relationship between gender roles and the mass media?

Her work puts her as a key figure in third wave feminism. Van Zoonen concludes that there is a strong relationship between gender (stereotypes, pornography and ideology) and communication, but it is also the mass media that leads to much of the observable gender
identity structures in advertising, film and TV.


6) Liesbet van Zoonen sees gender as socially constructed. What does this mean and which other media theorist we have studied does this link to?

Van Zoonen has a postmodernist understanding of science as something which is socially
constructed and grounded in the social experiences of its practitioners. Scientific feminist research always includes 3 perspectives: the individual, the social and the cultural influences in order to understand the different meanings of media content. For van Zoonen, culture is seen as “ways of life” or, as she quotes theorist John Corner, “the conditions and the forms in which meaning and value are structured and articulated within a society” (Corner, 1991). Feminist media studies focus on how gender is communicated within the media. For van Zoonen “gender is a, if not the, crucial component of culture”, in particular when investigating the production of mass mediated meanings.


7) How do feminists view women’s lifestyle magazines in different ways? Which view do you agree with?

Feminist theory has an “unconditional focus on analysing gender as a mechanism that structure material and symbolic worlds and our experiences of them” (van Zoonen, 1994). For many years, feminists have criticised women’s magazines as commercial sites of exaggerated femininity which serve to pull women into a consumer culture on the promise that the products they buy will alleviate their own bodily insecurities and low self-esteem. But it is difficult, when applying a feminist perspective, to reconcile the pleasure women get from consuming women’s magazines, and the political correctness surrounding hegemonic constructions of gender identities. Van Zoonen argues that women’s magazines mediate images that tell women “how to be a perfect mother, lover, wife, homemaker, glamorous accessory, secretary – whatever suits the needs of the system”. Feminists of the 1970s saw the ‘media-created woman’ – the wife, mother, housekeeper, sex object – as a person only trying to be beautiful for men.


8) In looking at the history of the colours pink and blue, van Zoonen suggests ideas gender ideas can evolve over time. Which other media theorist we have studied argues things evolve over time and do you agree that gender roles are in a process of constant change? Can you suggest examples to support your view?

Constructing meanings through signs is a fairly complex process because the notion of sign is quite extensive as it can regard written and spoken language, objects, images, motion pictures and so on. Many signs in the media are conventional and commonly known as they are culturally
generated. Colours can be used to signal sex differences for example a baby wearing pink is a sign for its female sex, while boys would rather wear blue. The association of pink with femininity and blue with masculinity was made in 19th century France. In the 18th century however, a pink silk suit was regarded as appropriate attire for a gentleman. Gender should therefore not be seen as a fixed property of individuals, but rather as a part of an ongoing process where subjects are constituted, often in paradoxical ways as van Zoonen suggests. These underlying cultural structures build our perception of our environments and things that we look at and interpret. It can be described as a process of constructing the world according to the inherent sign systems. But vice versa do the objects we are looking at also construct our personality, gender roles.


9) What are the five aspects van Zoonen suggests are significant in determining the influence of the media?

The Media’s Roles in Constructing Gender
Van Zoonen argues that the influence of the media is dependent on:

• Whether the institution is commercial or public

• The platform upon which they operate (print versus digital media)

• Genre (drama versus news)

• Target audiences

• The place the media text holds within the audiences’ daily lives


10) What other media theorist can be linked to van Zoonen’s readings of the media?

Van Zoonen builds on Stuart Hall’s negotiated readings, arguing that the negotiated readings and subsequent focus on the way meanings are encoded and decoded “implies acknowledgement of gender construction as a social process in which women and men actively engage.”

11) Van Zoonen discusses ‘transmission models of communication’. She suggests women are oppressed by the dominant culture and therefore take in representations that do not reflect their view of the world. What other theory and idea (that we have studied recently) can this be linked to?

Transmission models of communication position women as oppressed by the dominant culture expressed in media messages. Women, then, are apparently being flooded with images that do not reflect their own selves. As such, the interaction between men and women becomes a one-way process. However, van Zoonen also notes that media is used to assert one’s identity, and as such women should establish and express an appropriate feminine identity for each social situation. Women can use media to “try out different feminine subject positions”.

12) Finally, van Zoonen has built on the work of bell hooks by exploring power and feminism. She suggests that power is not a binary male/female issue but reflects the “multiplicity of relations of subordination”. How does this link to bell hooks?

Gender and power
Van Zoonen considers power as a key element of feminist thought and suggests that it is used or is evident in the following ways:

• As a non-issue when it is emphasised that women are a disadvantaged, minority group that needs equality and rights more than they need
power.

• Something an individual possesses, for example the power to criticise men or a group of men for the power they have over women.

• As an offspring of material conditions, when economic power relations of capitalism are named as the cause of women’s oppression.

She notes, however, that society is not created by order and binary divisions of the oppressed, and those who would oppress. Van Zoonen cites the experience of black feminists, such as bell hooks, where the individual can be both the subordinate in relation (woman vs. man) and dominant in another (white woman vs. black woman). So, van Zoonen argues that the focus should be not who is ‘in power’ and who is not, but to “theorise the multiplicity of relations of subordination” (Mouffe, 1992) and to consider how these relations of subordination for individual and collections, such as gender and ethnicity, are being established. Van Zoonen understands that gender is a particular discourse, “a set of overlapping and often
contradictory cultural descriptions and prescriptions referring to sexual difference which arises from and regulates particular economic, social, political, technological and other non-discursive contexts”.

Online, Social and Participatory index

 Your index should include the following:


Wednesday 22 November 2023

OSP Exam LR

OSP assessment learner response


1) Type up your feedback in full (you don't need to write the mark and grade if you want to keep this confidential).

WWW - Good attempt to consider both sides of the argument and to focus on the question.

EBI - More development including references to the CSP's and theories.

2) Read the whole mark scheme for this assessment carefully. Identify three specific aspects from Figure 1 (the Google Home advert) that you could have mentioned in your answer (e.g. selection of image, framing and focus, colour, text etc.)

Negotiated readings could include an acceptance of a warm picture of family life – plus the
potential usefulness of the speaker – despite concerns over how the device uses data and
the growing power of companies such as Google and Amazon.

• Positions the Google Home device as at the heart of aspirational family life.

• Reinforces white, western, middle-class representation of family life to the exclusion of
other backgrounds (race/ethnicity, sexuality, age, class). Presents the white, western ‘2.4
children’ average as desirable, aspirational lifestyle – some audiences will reject this.

3) Now use the mark scheme to identify three potential points that you could have made in your essay for Question 2 (Hesmondhalgh - validity of theory/narrow range of values and ideologies).

• The ‘End of Audience’ that Clay Shirky writes about means that a wider, more diverse range
of values and ideologies are now available to consumers. This would suggest Hesmondhalgh’s theory is not valid. Zendaya’s online and social media presence arguably supports this with her promotion of a liberal agenda that challenges attitudes towards race
and gender in society and the media industries.

• However, The Voice has been doing this to some extent since its launch in 1982 and it has
arguably become less powerful and influential in recent years. This suggests the digital
revolution Clay Shirky writes about (the “billion new participants in the contemporary media
ecosystem”) has not benefited The Voice in its mission to promote values and ideologies
that remain outside the mainstream. Perhaps this reinforces Hesmondhalgh’s view that the
media is dominated by a narrow range of values and ideologies in that The Voice has failed
to really challenge the hegemonic ideology of the UK.

• Paul Gilroy has written extensively on the experience of Black British people and his work on
‘double consciousness’ is worth exploring in relation to this question. The Voice arguably
plays an important role in offering a more diverse range of values and ideologies in offering
Black British audiences representations that more closely reflect their experience of life in
Britain. Gilroy would arguably agree with Hesmondhalgh’s view that the cultural industries
promote a narrow set of values and ideologies – ideologies that are dominated by white
voices and a white perspective. If The Voice offers black audiences the opportunity to see
representations that are not created by media producers that are overwhelmingly white
(and middle class) then it is arguably offering an important service to British culture despite
its low production values or YouTube view counts.

4) Use your exam response, the mark scheme and any other resources you wish to use to write a detailed essay plan for Question 2. Make sure you are planning at least three well-developed paragraphs in addition to an introduction and conclusion.

Question 2 

Intro 

Point 1 - Zendaya
 
  • The ‘End of Audience’ that Clay Shirky
  • Examples of Zendaya’s progressive causes are feminism
  • Zendaya is replicating many of the mainstream, hegemonic values and ideologies found across the cultural industries with regards to the representation of women and the fashion industry.
Point 2 - The Voice

  • The Voice offers an explicit Black British perspective on news stories and issues in London and the UK.
  • The digital revolution Clay Shirky
  • Paul Gilroy has written extensively on the experience of Black British people and his work on ‘double consciousness’ is worth exploring in relation to this question.
Point 3  - Linking back to both CSP's

Conc


5) Finally, identify three key areas you plan to revise from the OSP unit (CSP aspects or theories) having looked at your feedback from this assessment.

  • Structure
  • CSP
  • Shirky

The Sims FreePlay CSP - Audience and Industries blog tasks

Audience



1) What game information is provided on this page? 

'Create your story, your way. Build your virtual town, family and life! Design and decorate dream homes that show off your interior design skills and personal style.'

2) How does the game information on this page reflect the strong element of participatory culture in The Sims?

  • the audience can use their opinions to modify and get involved with the production of the game
  • it means the game is in their control but will be more addictive as they will enjoy it even more

3) Read a few of the user reviews. What do they suggest about the audience pleasures of the game? 

People become overly invested and enjoy the diversions almost too much.


Participatory culture


1) What did The Sims designer Will Wright describe the game as?

Similar to "a train set or doll's house where each person comes to it with their own interests and picks their own goals" (1999)

2) Why was development company Maxis initially not interested in The Sims?

The board of directors thought that ‘doll houses were for girls, and girls didn’t play video games’ (Seabrook 2006).

3) What is ‘modding’?

'A culture wherein players were able to modify game assets by manipulating the game code (a practice called ‘modding’) with the sanction of the rights owners, and to share their new creations via personal websites and online for a – or even on the official Sims page, where an
exchange centre was set up.'

4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?

Participatory culture’, as first posited in Henry’s Jenkins’ seminal book on fan culture, Textual Poachers (1992 [2013]), describes an aspect of fandom we are all familiar with today – the contribution of consumers and audiences to a product or a franchise, through activities ranging from writing fan fiction to drawing fan art, from cosplaying to even penning simple gaming reviews.

5) Look specifically at p136. Note down key quotes from Jenkins, Pearce and Wright on this page.

  • the Sims series has "the most vibrant emergent fan culture of a single-player game in history" (Pearce)
  • "Today, there are thousands" of fan websites dedicated to the Sims (Jenkins)
  • "it was the community that really brought [the game] to the next level" (Wright)
  • There was barely a niche left unrepresented - "there was bound to be UGC available" to reflect your own interests.

6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”)

Fans would create sims based on their favourite characters from Japanese anime or Star Trek 

7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?

When the primary text encoded in an official commercial product could be dispersed over multiple media.

8) How have Sims online communities developed over the last 20 years?

  • audiences communicate with each other more through websites /social media
  • different mods for different/expanding range of lifestyles

9) Why have conflicts sometimes developed within The Sims online communities?

These practices instituted new forms of fannish productivity, which also served to strengthen fan communities. As a corollary, it also aided in bolstering The Sims fan community itself, as it provided a versatile new platform that was engaging not only as a game in its own right, but also as a storytelling device.

10) What does the writer suggest The Sims will be remembered for?

  • the community
  • the fandom


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?

  • creating more objectives/challenges
  • to fit various evolving lifestyles and audiences

2) Why does James Paul Gee see The Sims as an important game?

Its a highly immersive and consuming game and also encourages women to play video-games.

3) What does the designer of The Sims, Will Wright, want players to do with the game?

He wants the to think like designers/creators and get involved with the structuring of the game.

4) Do you agree with the view that The Sims is not a game – but something else entirely?

I believe it is a game of its own genre- there are  few games that are as immersive and consuming this one to the point where people make it a lifestyle habit to play. This level of participatory culture is rare due to it's 'art imitates life imitates art' style of gaming.

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?

I don't as some game companies do not prefer to allow the gamer to control the effect the game has on them- like those that are still trying to directly sell ideologies to an audience. However those following in The sims footsteps might allow participatory culture from  the offset to perhaps target a similar audience tht they know are willing to consume.


Industries



Regulation – PEGI

Research the following using the VSC website PEGI page - look at the videos and Q&A section. 

1) How does the VSC and PEGI ratings system work and how does it link to UK law?

The VSC is the an administrator of the PEGI age rating system. This is related to UK law aas PEGI 12, 16 and 18 games n the UK are legally enforceable; this means that they cannot be sold to anyone under the age restriction of the game.

2) Click on the PEGI Rating tab in the top menu. What are the age ratings and what content guidance do they include?

Age ratings include:
  • Ages 3, 7, 12, 16 and 18

PEGI 3
  • Contains nothing that warrants a content warning - suitable for all age groups
  • Nudity may be shown in a non-sexual/natural manner (i.e. breast feeding)

PEGI 7 
  • Everything featured in PEGI 3, but may include a little bit more violence. 
  • Unrealistic violence, typically directed towards fantasy characters 

PEGI 12
  • More graphic violence but still targeted towards fanstay character
  • Trivial injury is allowed; hwoeev, any other violence towards humans must be unrealistic 

PEGI 16
  • More mature themes and scenes of violence
  • Sexual scenes - no visible genitalia
  • More realistic violence, may feature heavier images of death and injury to humans
  • Explicit language, sexual expletives and use of drugs/tobacco/illegale substances may be shown
PEGI 18 
  • may feature sexual violence and threat.
  • Gross levels of violence: meaning that there are horrific methods of severe injury, torture, decapitation etc.
  • Sexual acivity with visible genitalia/nudity 

3) What is the PEGI process for rating a game? 

They supply detailed consumer information surrounding the content of the game and what is featured. This helps the consumer know if the game is appropriate for their age demographic.


The ‘Freemium’ gaming model

Read this Lifewire feature on freemium gaming and answer the following questions:

1) How does the freemium model work?

The initial game is free, but there are in-app purchases to unlock premium content. This is the primary way of generating revenue for the developers. 

2) Why do some gamers believe freemium is ruining games?

Many gamers believe that the freemium models are ruining the experience of having a consistently good gaming franchise. Gamers believe that so many franchises have turned to focus on how they can monetise the game rather than making the game reflect the best features of it. The fact that more customers have become accustomed to downloading content for free is detrimental to the gaming industry as it reduces the likelihood of gamers then paying for games in the future. 

3) What are the positives of the freemium model for gaming?

  • Can 'sample' and test out the game's content without having to commit to an initial financial investment
  • Easier to maintain longevity - the game can easily be updated which helps to retain the gamer's interest etc.



1) Note the key statistics in the first paragraph.

  • 70-80% of the $10billion in iOS revenue is from in-app purchases

2) Why does the freemium model incentivise game developers to create better and longer games?

Players continuously spend money on the game, meaning that there is a strong level of certainty surrounding the numbers of gamers that will be reached with this game. Therefore, developers become more incentivised to put the stream of revenue directly back into the game to improve it.

3) What does the article suggest regarding the possibilities and risks to the freemium model in future?

  • Game developers may find themselves under more scrutiny surrounding how clear the premise of their games are - younger gamers may accidentally purchase apps without knowing.
  • Developers may disregard the quality of the free/standard level content which would lead to boring games.


Read this New York Times feature on freemium gaming and answer the following questions:

1) Why did Temple Run use the freemium model?

Temple Run used the freemium model because they noticed that as soon as the game was free, there was a spike in the downloads. The freemium model helps to establish an addictiveness surrounding the game.

2) The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

EA are now embracing the freemium model because it is a more lucrative way of generating income and targeting a wider audience. Having 'freemium' games means that gamers who do not have the extensive gamig equipment can still play and invest in the games.

3) Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?

It will be easier for independent game makers to start from scratch and then produce freemium games at a high standard and then maintain this standard. Large media publishers like EA would have to completely change their approach in order to make the freemium model work.


Electronic Arts

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) How has The Sims FreePlay evolved since launch?

The detailing surrounding the intricacy of each a Sim's construction and lifestyle is incredible. The Sims Freeplay is an example of all of the fantasies that can  be turned into a reality via this game.

2) Why does Amanda Schofield suggest ‘games aren’t products any more’?

She suggests that games aren't products because they are now built and based around a partnership between the gamers and the game developers.

3) What does she say about The Sims gaming community?

They are very much involved in the development process as the development teams try to remain up to date about what their audiences are saying about the game and how their concerns or issues can be addressed.

4) How has EA kept the game fresh and maintained the active player base?

The game constantly reinvents and designs itself around the changing desires pf the players adn the targeted audiences. The audiences feel a sense of personal identification with the idealism surrounding the world that they have created; therefore are unlikely to leave this behind.

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.

  • Over 200m installs of the Sims Freeplay
  • 78,000 game time (in years)


Finally, read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:

1) What audience pleasures for The Sims are discussed at the beginning of the blog?

  • 'real life simulation' - diversion
  • 'classic tale of love and heartbreak' - the investment into the franchise and the lives of the characters that are created

2) What examples of downloadable content are presented?

"Things that should've been in the game in the first place."

  • characters in the Star Wars Battlefront II game
  • Items/expansion packs in Sims 4: Cats and Dogs

3) How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

They removed a lot of the content that typically should have been included in the game and made it available as downloadable content - ready for purchase. 

4) What innovations have appeared in various versions of The Sims over the years?

  • Can create multi-generational legacies on Sims
  • Developers gave gamers full-access to the "hyper-realistic" world of Sims 3 - the capability to travel between multiple neighbourhoods
  • Customise gender options/increased diversity present in the game.

5) In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?

I think it is a combination of both. Understandably, EA have a mission and an audience that must be targeted, and if their audience is appreciative of the overall premise of the Sims gaming experience then they have no reason to alter the game. However, this may be exploitative of the loyal audiences as EA recognise that fans will invest in premium content regardless of the price, as they know that their audience will remain loyal to the franchise for the sake of accessing and continuing to play the game.



Newspapers final index

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