The-Sims Bibliography


The Sims is a popular life simulation video game series that was developed by Maxis and published by Electronic Arts. The series allows players to create and control virtual characters, known as Sims, and to guide their lives and interactions in a virtual world.

The Sims is related to virtual humans in that it allows players to create and control virtual characters that are designed to behave and interact in a way that is similar to real humans. These virtual characters have their own desires, needs, and personalities, and players can influence their behavior by making choices and decisions for them.

The Sims series has been successful in part because of its focus on realistic and relatable character behavior. The virtual characters in the game are designed to be expressive and to behave in a way that is consistent with their personality traits and motivations. This has helped to make the game feel more immersive and believable, and has contributed to its popularity.



See also:

100 Best Simlish Videos100 Best The-Sims NPC Videos100 Best The-Sims VR Videos


A survey on the procedural generation of virtual worlds J Freiknecht, W Effelsberg – Multimodal Technologies and Interaction, 2017 –


Playing with social and emotional game companions A Chowanda, M Flintham, P Blanchfield… – … Conference on Intelligent …, 2016 – Springer


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 –

The effect of using a digital computer game (SIMS) on children’s incidental English vocabulary learning N NOROOZLOO, SD AHMAD?… – Fen Bilimleri Dergisi …, 2015 –


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 –

Playing by Doing and Players’ Localization of The Sims 2 H Wirman – Television & New Media, 2014 –


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 –

Youth-created avatars, sites, and role-playing in the virtual game the Sims 2 M Stokrocki – Visual Arts Research, 2013 –


Artificial intelligence in the Sims series Y Bourse – 2012 –

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 –


The Sims as a catalyst for girls’ IT learning E Hayes – International Journal of Gender, Science and …, 2011 –

“The Hangout was Serious Business:” Exploring Literacies and Learning in an Online Sims Fan Fiction Community JC Lammers – 2011 –


Lost on a Desert Island: The sims 2 castaway as convergence text E MacCallum-Stewart – Games and Culture, 2010 –

Meet the sims PW Singer – Foreign Policy, 2010 –

No Selling the Genie Lamp: A Game Literacy Practice in The Sims ER Hayes, JP Gee – E-Learning and Digital Media, 2010 –

The game of narratives: narratological chaining in The Sims game M Braga, RH Silva – E-Compós, 2010 –

Women and gaming: The Sims and 21st century learning J Gee, ER Hayes – 2010 –


Building the Virtual World: Software, Beta Testing, and the Birth and Death of the Sims Online DI Snyder – 2009 –

Colonel Mustard In The Library With The Sims: From Board Games To Video Games And Back S SUGARMAN – Children’s Literature and Culture, 2009 –

Leadership Lessons From the Sims MA Roberto – Chief Learning Officer, 2009 –

“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 –

Reflective Learning through Playing Digital Game The Sims 2 HC Hsiao – International Conference on Technologies for E …, 2009 – Springer


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


From dollhouse to metaverse: What happened when the Sims went online M Consalvo – The Players’ Realm: Studies on the Culture of …, 2007 –

Gender values in simulation games: sex and The Sims AM Albrechtslund – … of CEPE (Computer Ethics Philosophical Enquiries) …, 2007 –

The digital dollhouse: Context and social norms in The Sims Online RM Martey, J Stromer-Galley – Games and Culture, 2007 –

The Sims M Flanagan – Space Time Play, 2007 – Springer

The Sims 2: Reflective learning and identity construction HC Hsiao – 2007 –


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 –

Self-portrayal in a simulated life: Projecting personality and values in The Sims 2 T Griebel – Game Studies, 2006 –

Signifying play: The Sims and the sociology of interior design C Paulk – Game Studies, 2006 –

The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom M Miller, V Hegelheimer – Interactive technology and smart …, 2006 –

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 –


Challenge Balance and Diversity: Playing The Sims and The Sims 2 SM Iversen – Proceedings of DiGRA 2005 Conference: Changing …, 2005 –

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


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 –

Simplification: The Sims and Utopianism A McGuire – Papers: Explorations into Children’s Literature, 2004 –


It’s a queer world after all: Studying The Sims and sexuality M Consalvo – 2003 –

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 –

The Sims: Real life as genre D Nutt, D Railton – Information Communication & Society, 2003 – Taylor & Francis


Current AI in games: A review P Sweetser, J Wiles – Australian Journal of Intelligent Information …, 2002 –


Some notes on programming objects in The Sims™ KD Forbus, W Wright – Northwestern University, 2001 –

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 –

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 –