Matteo Bittanti, Ruggero Eugeni
"The Sims" (2000-2003) is a fascinating computer game that allows the user to simulate human behaviour and the triviality of everyday interactions. This essay makes sense of the appeal of what superficially looks like a virtual dollhouse. The researchers conclude that "The Sims" is an example of a new form of interactive narrative that allows the user to play an array of possible roles: spectator, player and intertextual author.
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