Sims Freeplay and Media Terminology
Across
- 3. The dominant economic ideology simulated through the loop of sending characters to work to earn currency and clear real-time build timers. (10)
- 9. The technological process allowing the historically PC-bound Sims franchise to move onto mobile devices and integrate social media platforms. (11)
- 10. "___ Points" (LP); a premium in-game currency used to instantly speed up actions, complete tasks, or unlock rare items. (9)
- 12. Electronic _____; the major conglomerate that serves as the publisher for the global Sims gaming franchise. (2)
- 14. An ideological value reinforced by the game, where success is directly measured by the acquisition of consumer goods and property. (11)
- 15. A postmodern term for an artificial representation or imitation of a real-world process, system, or human life, often seen in life-simulator video games. (10)
- 17. An audience term ("textual ___") coined by Henry Jenkins to describe fans taking fragments of media texts to construct their own creative works. (8)
- 18. A business model where a mobile game is free to download but generates revenue through continuous microtransactions. (8)
- 19. George Gerbner’s theory stating that long-term, repeated exposure to media texts gradually shapes and constructs a consumer’s worldview over time. (11)
- 20. Jean Baudrillard’s postmodern concept where real life and media simulations blend together so seamlessly that they become ___. (12)
Down
- 1. The primary in-game currency used to buy furniture, build houses, and measure material success. (9)
- 2. _______ gamers. The target audience demographic characterised by shorter play sessions on smartphones rather than intensive, dedicated console setups. (6)
- 4. Small, digital in-game purchases made with real world currency, frequently used to speed up progression or unlock content in mobile games. (17)
- 5. The audience theorist who developed Social Learning Theory, arguing that media consumers (especially youth) learn and copy behaviors through observation and imitation. (7)
- 6. Stuart Hall’s audience theory that outlines how media texts are encoded by producers and decoded by audiences in dominant, negotiated, or oppositional ways. (9)
- 7. The active audience theorist who asserted that fans are active participants in a "___ culture" rather than passive consumers. (7)
- 8. The feminist theorist (van ___) who argued that media representations reflect hegemonic, patriarchal views that structurally objectify women. (6)
- 11. The feminist theorist who argued that gender identity is not fixed but is socially constructed through repeated performance, a concept known as "performativity." (6)
- 13. A type of media culture where audiences actively interact, create fan art or cosplay, and collaborate to shape the media flow rather than just consuming it. (13)
- 16. The European video game content rating system responsible for classifying the suitability of apps like The Sims FreePlay. (4)