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EA Mobile and Firemonkeys Studio
Subsidiaries of EA - horizontally and vertically integrated (developing and publishing games themselves - more control)
EA purchased Maxis (developer of sims) in 1997 (horizontal integration)
EA Mobile has 900 employees
Distribution
Available on IOS, Android, Blackberry and Windows Phone
Downloaded over 200m times
11 languages
Requires constant updates: Freemium game encourages in-app purchases and need a returning audience
Synergy
Brand advertisements in-game
Moschino clothes brand - can buy branded clothes in the game
LEGO DOTS - themed unlockable items in-game
Hesmondhalgh - cultural industries
Part of established successful franchise - pre-existing audience
Freemium model - Customisation/items and ingame currency (simoleons) can be bought to skip the time spent progressing
Success in the game is measured through material - VIP points can be bought with irl money and unlock more perks and 'lifestyleâ points can be purchased to speed up processes like sleeping and eating
Values
OG sims creator said the sims was âa satire of US consumer cultureâ - Freeplay misses this point and encourages consumerism
Example: Quest to build âSunset Mallâ - tasks must be completed within a time limit to unlock a restaurant to eat and sell food/drinks - can then work on a second floor with more shops
This encourages a capitalist culture not only with in-game purchases but also the events presented in the game
Gauntlett - Identity
This game is an example of media products representing more diverse and complex representations of identity
Choice of skin tone - although some would argue itâs fairly limited
Binary gender choices - but this does not limit the audience to traditional representations (e.g. genderless clothing, fluid sexuality etc.)
Jenkins - Fandoms
Fans of the series - âsimmersâ
Fanmade wiki platforms for information about the game series
Online forums (e.g. subreddits) dedicated to discussing the games
Sims Freeplay social media ccounts - posting updates about the game
Shirky - End Of Audience
Sims Freeplay social media accounts keep audiences engaged with comment sections and the ability to share posts - allowing audiences to communicate back to the creators
Developers also respond to audience feedback - e.g. adding pregnancy as a feature in the game
Livingstone and Lunt - Regulation
Age rating of 12 (PEGI)
Due to it being digital and online - audiences under 12 can still access easily as there is no proper way to verify this information
There are also different regulations in different countries (e.g. banned in certain Asian countries for LGBTQ+ representations)
Demographics
âEntertainment Software Associationâ found that women were more likely to play mobile games. So perhaps this focus on domestic gameplay is targeted to women?
Women aged 18-40
Casual game - accessible via mobile devices
77% of women (35-54) played the game to âhelp them relaxâ