Wikipedia:
- Category:The Sims
- Electronic Arts
- Life simulation game
- Massively multiplayer online game
- Maxis
- Portal:The Sims
- SimCity
- The Sims
- The Sims Online
- Will Wright (game designer)
References:
- Game Engine Architecture, Third Edition (2019)
- Women and Gaming: The Sims and 21st Century Learning (2010)
- Artificial Intelligence for Games (2009)
- Space Time Play: Computer Games, Architecture and Urbanism: The Next Level (2007)
- The Players’ Realm: Studies on the Culture of Video Games and Gaming (2007)
- Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (2006)
- Time, Space, and the Market: Retroscapes Rising (2003)
See also:
100 Best Simlish Videos | 100 Best The-Sims NPC Videos | 100 Best The-Sims VR Videos
2017
A survey on the procedural generation of virtual worlds J Freiknecht, W Effelsberg – Multimodal Technologies and Interaction, 2017 – mdpi.com
2016
Playing with social and emotional game companions A Chowanda, M Flintham, P Blanchfield… – … Conference on Intelligent …, 2016 – Springer
2015
Life writing versus automedia: The sims 3 game as a life lab J Rak – biography, 2015 – JSTOR
Simblr famous and SimSecret infamous: Performance, community norms, and shaming among fans of The Sims RA Deller – Transformative Works and Cultures, 2015 – journal.transformativeworks.org
The effect of using a digital computer game (SIMS) on children’s incidental English vocabulary learning N NOROOZLOO, SD AHMAD?… – Fen Bilimleri Dergisi …, 2015 – academia.edu
2014
Digital ontologies of self: Two African American adolescents co-construct and negotiate identities through The Sims 2 C Walsh, A Schmölz, H Dyer, E Priyadharshini… – 2014 – digitalcultureandeducation.com
Playing by Doing and Players’ Localization of The Sims 2 H Wirman – Television & New Media, 2014 – journals.sagepub.com
2013
CALL in the form of simulation games: Teaching English vocabulary and pronunciation through sims H Meihami, B Meihami, Z Varmaghani – International Letters of Social …, 2013 – ceeol.com
Youth-created avatars, sites, and role-playing in the virtual game the Sims 2 M Stokrocki – Visual Arts Research, 2013 – muse.jhu.edu
2012
Artificial intelligence in the Sims series Y Bourse – 2012 – yoannbourse.com
Email Interviews In Player Research: The Case Of The Sims 2 Skinners. H Wirman – Westminster Papers in Communication & Culture, 2012 – Citeseer
Is there a virtual socialization by acting virtual identities?: Case study: The sims® P Lorentz – Virtual worlds and metaverse platforms: New …, 2012 – igi-global.com
2011
The Sims as a catalyst for girls’ IT learning E Hayes – International Journal of Gender, Science and …, 2011 – genderandset.open.ac.uk
“The Hangout was Serious Business:” Exploring Literacies and Learning in an Online Sims Fan Fiction Community JC Lammers – 2011 – academia.edu
2010
Lost on a Desert Island: The sims 2 castaway as convergence text E MacCallum-Stewart – Games and Culture, 2010 – journals.sagepub.com
Meet the sims PW Singer – Foreign Policy, 2010 – search.proquest.com
No Selling the Genie Lamp: A Game Literacy Practice in The Sims ER Hayes, JP Gee – E-Learning and Digital Media, 2010 – journals.sagepub.com
The game of narratives: narratological chaining in The Sims game M Braga, RH Silva – E-Compós, 2010 – e-compos.org.br
Women and gaming: The Sims and 21st century learning J Gee, ER Hayes – 2010 – books.google.com
2009
Building the Virtual World: Software, Beta Testing, and the Birth and Death of the Sims Online DI Snyder – 2009 – drum.lib.umd.edu
Colonel Mustard In The Library With The Sims: From Board Games To Video Games And Back S SUGARMAN – Children’s Literature and Culture, 2009 – books.google.com
Leadership Lessons From the Sims MA Roberto – Chief Learning Officer, 2009 – cedma-europe.org
“no Quitting without saving after Bad Events”: gaming Paradigms and Learning in The Sims JP Gee, E Hayes – International Journal of Learning and Media, 2009 – access.portico.org
Reflective Learning through Playing Digital Game The Sims 2 HC Hsiao – International Conference on Technologies for E …, 2009 – Springer
2008
Learning English with The Sims: exploiting authentic computer simulation games for L2 learning J Ranalli – Computer Assisted Language Learning, 2008 – Taylor & Francis
Teenage Girls ‘Play House’: The Cyber-drama of The Sims L Dyson – Computer Games as a Sociocultural Phenomenon, 2008 – Springer
Virtual threads of a skin: Women weavers and the practice of skinning in The Sims H Wirman – Proceedings of The Player Conference, 2008 – Citeseer
2007
From dollhouse to metaverse: What happened when the Sims went online M Consalvo – The Players’ Realm: Studies on the Culture of …, 2007 – books.google.com
Gender values in simulation games: sex and The Sims AM Albrechtslund – … of CEPE (Computer Ethics Philosophical Enquiries) …, 2007 – vbn.aau.dk
The digital dollhouse: Context and social norms in The Sims Online RM Martey, J Stromer-Galley – Games and Culture, 2007 – journals.sagepub.com
The Sims M Flanagan – Space Time Play, 2007 – Springer
The Sims 2: Reflective learning and identity construction HC Hsiao – 2007 – etda.libraries.psu.edu
2006
Digital dystopia: Player control and strategic innovation in The Sims Online FF Steen, MS Davies, B Tynes, PM Greenfield – Avatars at work and play, 2006 – Springer
Learning from leading-edge customers at The Sims: opening up the innovation process using toolkits R Prügl, M Schreier – R&D Management, 2006 – Wiley Online Library
MMOGs as Learning Environments: An Ecological Journey into” Quest Atlantis” and” The Sims Online” M Young, PG Schrader, D Zheng – Innovate: Journal of online …, 2006 – learntechlib.org
Self-portrayal in a simulated life: Projecting personality and values in The Sims 2 T Griebel – Game Studies, 2006 – gamestudies.org
Signifying play: The Sims and the sociology of interior design C Paulk – Game Studies, 2006 – gamestudies.org
The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom M Miller, V Hegelheimer – Interactive technology and smart …, 2006 – emeraldinsight.com
What went wrong with The Sims Online: Cultural learning and barriers to identification in a massively multiplayer online role-playing game FF Steen, PM Greenfield, MS Davies… – Playing video games …, 2006 – academia.edu
2005
Challenge Balance and Diversity: Playing The Sims and The Sims 2 SM Iversen – Proceedings of DiGRA 2005 Conference: Changing …, 2005 – researchgate.net
Challenging Notions of Gendered Game Play: Teenagers playing The Sims C Beavis, C Charles – Discourse: studies in the cultural politics of …, 2005 – Taylor & Francis
Simulating the Storytelling Qualities of Life: Telling Stories with the Sims. S Heliö – DiGRA Conference, 2005 – Citeseer
2004
From Baby Einstein to Leapfrog, From Doom to The Sims, From Instant Messaging to Internet Chat Rooms: Public Interest in the Role of Interactive Media in Children’s Lives E Wartella, AG Caplovitz, JH Lee – Social Policy Report, 2004 – srcd.org
Simplification: The Sims and Utopianism A McGuire – Papers: Explorations into Children’s Literature, 2004 – search.informit.com.au
2003
It’s a queer world after all: Studying The Sims and sexuality M Consalvo – 2003 – academia.edu
SIMple and personal: Domestic space and The Sims M Flanagan – Melbourne DAC 2003, 2003 – Citeseer
The Sims and the retro future RW Belk – Time, Space, and the Market, 2003 – taylorfrancis.com
The Sims: Real life as genre D Nutt, D Railton – Information Communication & Society, 2003 – Taylor & Francis
2002
Current AI in games: A review P Sweetser, J Wiles – Australian Journal of Intelligent Information …, 2002 – eprints.qut.edu.au
2001
Some notes on programming objects in The Sims™ KD Forbus, W Wright – Northwestern University, 2001 – qrg.cs.northwestern.edu
The commercially developed SIMS from a humble beginning P Wild, J Walker – Information Technology in Educational Management, 2001 – Springer
The Sims: Grandmothers are cooler than trolls G Frasca – Game Studies, 2001 – gamestudies.org
When the sims get real: An analysis of how digital playspaces promote learning in low-income, diverse communities KE Tsikalas – Center for Youth and Technology, NYC and …, 2001 – playspace.concord.org