Sims Freeplay and Media Terminology

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Across
  1. 3. The dominant economic ideology simulated through the loop of sending characters to work to earn currency and clear real-time build timers. (10)
  2. 9. The technological process allowing the historically PC-bound Sims franchise to move onto mobile devices and integrate social media platforms. (11)
  3. 10. "___ Points" (LP); a premium in-game currency used to instantly speed up actions, complete tasks, or unlock rare items. (9)
  4. 12. Electronic _____; the major conglomerate that serves as the publisher for the global Sims gaming franchise. (2)
  5. 14. An ideological value reinforced by the game, where success is directly measured by the acquisition of consumer goods and property. (11)
  6. 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)
  7. 17. An audience term ("textual ___") coined by Henry Jenkins to describe fans taking fragments of media texts to construct their own creative works. (8)
  8. 18. A business model where a mobile game is free to download but generates revenue through continuous microtransactions. (8)
  9. 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)
  10. 20. Jean Baudrillard’s postmodern concept where real life and media simulations blend together so seamlessly that they become ___. (12)
Down
  1. 1. The primary in-game currency used to buy furniture, build houses, and measure material success. (9)
  2. 2. _______ gamers. The target audience demographic characterised by shorter play sessions on smartphones rather than intensive, dedicated console setups. (6)
  3. 4. Small, digital in-game purchases made with real world currency, frequently used to speed up progression or unlock content in mobile games. (17)
  4. 5. The audience theorist who developed Social Learning Theory, arguing that media consumers (especially youth) learn and copy behaviors through observation and imitation. (7)
  5. 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)
  6. 7. The active audience theorist who asserted that fans are active participants in a "___ culture" rather than passive consumers. (7)
  7. 8. The feminist theorist (van ___) who argued that media representations reflect hegemonic, patriarchal views that structurally objectify women. (6)
  8. 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)
  9. 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)
  10. 16. The European video game content rating system responsible for classifying the suitability of apps like The Sims FreePlay. (4)