Corpus ID: 14694822

Gender Values in Simulation Games: Sex and The Sims

  title={Gender Values in Simulation Games: Sex and The Sims},
  author={A. Albrechtslund},
My paper is based on the idea that computer games as simulations can be seen as a new kind of aesthetical realism forming a certain perception of reality and thus certain ideological statements. These statements can be found in the structural shaping of the games, in other words the rules and gameplay of a game. The investigation thus concerns the framework that the rules and gameplay provide in games and its ideological effects or statements, and in this paper, I am specifically interested in… Expand
Playing with Sims as a Space of One's Own
Studies of women's use of popular media have highlighted how these contested genres may be used by women to create a space of their own. Is this also the case when the media text in question is aExpand
Exploring user experience in game interface: a case study of The Sims 3
An experiment was conducted using The Sims 3, an extremely popular social and life simulation game featuring real 3D graphics, to measure various facets of user experiences while interacting with the game. Expand
young children’s play in online virtual worlds
Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children’s use of these worlds. Young children are spending increasing amounts of time online asExpand
Exploring user experience in game using heart rate device
In this paper we describe our experience using psycho physiological techniques to explore user experience in playing games. We used heart rate devices to measure the user experience during aExpand
“White is a color, Middle Eastern is not a color”: Drop-Down Menus, Racial Identification, and the Weight of Labels
Having established that race- and ethnicity-related discourses circulate on Grindr, this final analytic chapter scrutinizes the technology itself (i.e. Grindr) for its role in encouraging conceptionsExpand
Representation of LGBTQ Communities in the Grand Theft Auto Series
In recent years there have been increasing demands for visibility and representation of minority groups within the entertainment industry. This has coincided with a rise in legal and civilExpand


Family Values: Ideology, Computer Games & Sims
  • M. Sicart
  • Sociology, Computer Science
  • DiGRA Conference
  • 2003
Describing The Sims as a social simulator of a postcapitalist society and proposing an analysis of the relation between rules, gameplay and ideology in certain computer game simulations are proposed. Expand
Handbook of Computer Game Studies
New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games alongExpand
Half-Real: Video Games between Real Rules and Fictional Worlds
A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. InExpand
Fantasy, Realism, and the Other in Recent Video Games
Despite the growing use and complexity of the virtual environments of video games, geographers have neglected investigation of the representation of video game spaces. Game spaces are entirelyExpand
Ludologists love stories, too: notes from a debate that never took place
  • G. Frasca
  • Sociology, Computer Science
  • DiGRA Conference
  • 2003
This article aims at showing that this debate as presented never really took place because it was cluttered with a series of misunderstandings and misconceptions that need to be clarified if the authors want to seriously discuss the role of narrative in videogames. Expand
Gender Trouble: Feminism and the Subversion of Identity
Preface (1999) Preface (1990) 1. Subjects of Sex/Gender/Desire I. 'Women' as the Subject of Feminism II. The Compulsory Order of Sex/Gender/Desire III. Gender: The Circular Ruins of ContemporaryExpand
Navigating the Narrative in Space: Gender and Spatiality in Virtual Worlds
Technology allows us an alternate space within which we can invent unique methods of telling stories, forming identities, and remembering. As a media maker, I value the ability to use digital toolsExpand
The author is involved with several projects related to big data analytics, multimodal data fusion, cyber-physical security, and anomaly detection, and leads the Data and Signal Analysis (DASA) research group. Expand
Computer games, players, ethics
  • Computer games, players, ethics
  • 2006
Computer games, players, ethics. PhD dissertation, IT University of Copenhagen. Uricchio, William (2005) Simulation, History and Computer Games, in Handbook of Computer Game Studies
  • 2006