This week I will begin to analyse the data I have collected from my autoethnographic investigation of my niche. This week I have had new epiphanies.
- No life simulation videogame is more popular than the Sims. The franchise is built on trying to make a simulation of western, suburban – and now city – life, however, often the game falls short. Besides the obvious example of virtual reality, it is not prominent to see a videogame manufacturing a system that gives a visual environment to all the players involved, (Mujber & Szecsi 2004, p1836) especially when attempting to simulate life itself.
- There is a very well-researched discourse over the effects of simulation on education, moreover, any studies show the effectiveness and benefits of simulation on education. I plan to discuss the empathetic effects of simulation. There is evidence that simulation games people to live the lives of people – or virtual lives – inducing culturally and distal characters, increase students’ sense of empathy, boosting their interest in learning more about which the world we live in. (Simulating REAL LIVES: Promoting Global Empathy and Interest in Learning Through Simulation Games by Christine M. Bachen, Pedro F. Hernández-Ramos, and Chad Raphael is an important source).
- The Sims 4 Official Survey 2020 shows within its comment section just how simmers feel. The comments express the need for the game to be more realistic, a better simulation than the one it offers. Although The Sims franchise is a simulation it is not about realness. Life writing versus automedia: the sims 3 game as a life lab by Julie Rak explores how the Sims leave room for modders to include their own idea of realness.
- For example, gender is a biological absolute, however, not connected to sexuality or even to sex. Religion only exists with the inclusion of Death, who can be bargained with. Capitalism can be embraced, mocked, or cheated. Rape is impossible. Marriage exists as a mere ceremony with fewer institutional or personal consequences than a house fire. Clearly being realistic or real is not what the simulation is attempting. (Rak 2015 p. 164)
- Rak also expands on the epiphany I had over the sheer population of online communities. Rak explains how the online environments are not used as much as the bulletin boards and sites created by fans of the game and the virtual communities which come from that work. Almost leaving the game entirely decentralised. Rak mainly discusses simulation under the scope of auto media, considering the Sims 4 the autonomy of sims attributes directly with (Rak 2015 p.167-168).
Detail how you are going to apply the conclusions from your analysis to your DA and the development of an online persona relevant to your media niche.
As my persona is a content creator, It would be counterproductive to include my research within my Digital artifact. Instead, I plan to use my autoethnography investigation and research to influence the content I make and the way in which I make the content. Don’t forget to follow my Digital Artefact.
Why not read more? Comment below your thoughts!
Bachen, CM Hernández-Ramos, PF & Raphael, C 2012,‘Simulating REAL LIVES: Promoting Global Empathy and Interest in Learning Through Simulation Games’, Simulation & Gaming, vol. 43, no. 4, pp. 437-460
Mujber, ST Szecsi, T & Hashmi, MSJ 2004, ‘Virtual reality applications in manufacturing process simulation’, Journal of Materials Processing Technology, vol. 155-156, pp. 1834–1838.
Rak, J 2015,‘Life Writing Versus Automedia: The Sims 3 Game as a Life Lab’, Biography, vol. 38, no. 2 pp. 155-180.