Notes:
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.
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