Simulate the World is my digital artefact. Mods allow players to alter the game, with modification as a concept, I plan to explore his phenomenon, the lines being game developers and players beginning to blur. Rethinking agency and immersion: video games as a means of consciousness-raising explores this idea with comparisons, identifying that it drives the overall participation of the game.
Customisation and modification could be assess from a similar stand point, when referring to the sims. However, my research will clearly divide the two. Customisation will involve aspects of the game that can be changed without disturbing the overall game mechanics implemented by the game designers and developers. Whereas modification, described as an art form in Gaming in art will be user created content, which needs to placed in the mods folder to influence the game.
The communities I will be engaging with:
I have mapped out my weekly schedule on the table below. I will be exploring 4 different areas of the sims 4 community to build a better understanding of the fanbase. My short form videos will be made everyday. I will be playing, testing and showing off modifications and custom content created by other players. As there are 10 weeks until the beta, I plan to follow my table below.
|Playing the Sims 4||Research||Organising Information||Engaging with online communities||Creating content (Everyday)|
|1st Week||3 Hr||TikTok and YouTube|
|2nd Week||3 Hr||Reddit Communities|
|3rd Week||2 Hr||Documenting Social Engagement||Twitch Streams abouts mods|
|4th Week||2 Hr||Researching the world of Sims: Aesthetics, Players, Storyworld|
|5th week||1 Hr||YouTube Mod reviews|
|6th week||Primary Research on key Concepts|
|7th week||1 Hr||Reddit Communities|
|8th week||Secondary Sources on the Sims 4||Reddit Communities|
|9th week||Primary Research on key Concepts||Organising primary and secondary research|
|10th week||Preparing the for BCM215 Beta|
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Stalker, P 2006, ‘Gaming in art: A case study of two examples of the artistic appropriation of computer games and the mapping of historical trajectories of “Art Games” versus mainstream computer games’.