- Strategic life simulation game
- Mobile devices
- Age rating: 10+
- Sims franchise created in 2000
- EA Games: (electronic arts) American video game company
- 10+ age due to mature themes, lack of understanding of young children
- 2000 - pc/console
- Sims Freeplay: complete quests / level up through tasks e.g building houses, decorating,
working, time management, mundane tasks, creating sims
Language -
- Construction of the Sims reality as ‘normal’
^ mundane tasks e.g washing hands
^ time management
^ prioritises necessities / essentials
- Western perspective - dominant groups
^ houses, town reflect Western expectations and typicalities
- Narrative follows expectations of a normal, fulfilled life
- The Sims world provides equality - e.g gender, race, sexuality
- Sandbox games - minimal limitations / illusion of freedom
- Postmodernism: simulacra / cultural logic
- Gerbner - cultivation theory & hegemony