01483nas a2200145   4500008004100000245003400041210002800075300001200103490000600115520111400121653001901235100001601254700001901270856004801289       2010                        eng d00aThe Sims:  Real Life as Genre0 aSims Real Life as Genre  a577-5920 v63 a<p>This article examines one of the most popular computer games&nbsp;<em>The Sims</em>&nbsp;to consider whether the shared understanding of the game&#39;s &quot;rules&#39; can be understood through the concept of genre. The main argument is that the genre&nbsp;being used is &quot;real life&#39;. The game&#39;s creators are assuming the players share with them, and with each other, an understanding of real life, which can be transposed into the game world. The article explores this notion of a real-life narrative that is shared, by considering the ways in which family and other relationships are both conceptualized and played out in the game. Whilst real life as genre&nbsp;is problematized here, the tensions and conflicts of contemporary real-world conceptualizations of family and other relationships do appear to be represented in the game. What is interesting then, given this, are the ways in which players negotiate the gameplay. The article concludes by suggesting that players are active agents negotiating both the game&#39; s version of real life, and their own real-world experiences.</p>
10acomputer games1 aNutt, Diane1 aRailton, Diane  uhttps://genreacrossborders.org/pt/node/1273