SimSavvy Girls: Not Just Playing with Dolls |
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Elisabeth Hayes, Elizabeth King, Barbara Johnson, Jewel, Samantha, Bronte, Carrisa While The Sims series is consistently among the top-selling computer games in national rankings, these games have received relatively little attention from game scholars and educators. This may be due to stereotypes of The Sims as a “girl game,” beliefs that The Sims is not a “real” game (because of its open-ended design and emphasis on player production), or simply lack of knowledge about the game’s features and its potential for supporting complex and sophisticated learning. A common conception, reinforced by the media in articles such as one that appeared in The New York Times (“Welcome to the New Dollhouse”, May 2006), is that The Sims is primarily a space in which young girls “play house” with digital dolls. Girls do indeed play The Sims in considerable numbers, but their game play is far from simply a rehearsal for home management. The Sims offers an incredibly complex and sophisticated array of digital tools and content, as well as a vibrant online community, that support the production of a seemingly endless variety of digital scenarios, storylines, environments, and artifacts. Rather than simply inculcating the values of a consumerist society among its players, as some critics have argued, the game often serves as a site for girls (and boys, as well as adults) to engage in transgressive play, challenging societal norms for everything from gender roles to the design of college campuses. In addition, The Sims, because of its varied design tools and compatibility with other software, can serve as a starting point for young people’s development of fluency with various aspects of computer technology — a point of particular significance for educators concerned with engaging more girls in computer science-related education and occupations.
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