The Sims 4 is a globally played game that was first created in is February of 2000. This life-simulator game has further created 4 computer based game plays.
- The Sims (2000)
- The Sims 2 (2004)
- The Sims 3 (2009)
- The Sims 4 (2014)
Each of the base games has a range of expansion and gameplay packs that players can purchase and download into the base game to expand the content, graphics, features and possibilities in gameplay to make the game as realistic and relatable to real life as possible. I have closely been looking into and playing The Sims 4 as my chosen game media analysis.
A discussion that looks into Raessen’s multiple analytical frameworks based on The Sims 4 can be accessed here:
Discussing Raessen’s Analytical Framework In Relation To ‘The Sims 4’
For my digital artefact, I am creating a visual podcast that focuses on the gameplay of The Sims 4 and how the game utilises its life-like simulation features…
The blog goes into a discussion of the framework based on the techniques and types of participation which included:
- Multimediality, virtuality, interactivity, and connectivity as the techniques of participation and interpretation, reconfiguration, construction as the types.
The Sims 4 is a way to be able to create, learn, develop and control a ‘sims’ life. Being a life simulator game it is inevitable that the game has connections to real-world issues and problems and our main aim of utilising this game was to be able to discuss and relate the way the game has been made, and the utilisation of features to real life and personal experiences.
An experimental study on the effects that simulation games can have on students. (Dankbaar et al. 2016) This study discusses the results based on cognitive skills and motivation. The way I was able to relay information from this study was to relate it to what I know and have learned from looking into and playing The Sims 4.
So if a life-simulator game is helping students further their understanding of procedures in medicine or instructional information, then what effects can the game that is allowing a person to solely control every aspect of the character have on them in the real world.
Therefore the development of ‘The SIMpS Pod’, a way to be able to create a discussion about these topics and issues.
Reference list
Dankbaar, MEW, Alsma, J, Jansen, EEH, van Merrienboer, JJG, van Saase, JLCM & Schuit, SCE 2016, ‘An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation’, Advances in Health Sciences Education, vol. 21, pp. 505–521, viewed 10 March 2021, <https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4923100/#:~:text=It%20provides%20learning%20opportunities%20for>.
Raessens, J 2015, Platform: Log in to the institution, moodle.uowplatform.edu.au.