{"title":"Random build challenges and vital materialism in The Sims 4: Influences, innovations, and improvisations","authors":"Amanda M. May","doi":"10.1016/j.compcom.2022.102723","DOIUrl":null,"url":null,"abstract":"<div><p>Random build challenges became a trend among <em>Sims</em> YouTubers in April 2020 following Vixella's <em>The Sims 4 but every room is a different pack</em>. This mode of gameplay incorporates computerized randomizers to make building decisions and represent the challenges and risks associated with aleatory invention (<span>Holmes, 2016</span>, <span>Lauer, 2016</span>, <span>Leadon, 2011</span>, <span>Vitanza, 2000</span>). However, these challenges and risks emerge partly from material agency. To explore this phenomenon, I herein use Jane <span>Bennett's (2010)</span> vital materiality as a theoretical lens to examine random build challenges. Central to Bennett's theory is vitality, an agentive quality of both human and nonhuman materials that yields an effect—or in some cases affect—on other materials involved. Through examining three examples from popular <em>Sims 4</em> YouTubers, Plumbella's random pack build; Lilsimsie's random townie build; and finally LaurenZSide's random meme build, this article demonstrates how player, game, and randomizer vitalities collaborate, compete, and co-exist. In addition to the videos serving as examples of aleatory building processes, random build challenges pose opportunities for experienced composers to implement new approaches in response to aleatory elements that can be adapted to other composing settings.</p></div>","PeriodicalId":35773,"journal":{"name":"Computers and Composition","volume":"65 ","pages":"Article 102723"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers and Composition","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S8755461522000317","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0
Abstract
Random build challenges became a trend among Sims YouTubers in April 2020 following Vixella's The Sims 4 but every room is a different pack. This mode of gameplay incorporates computerized randomizers to make building decisions and represent the challenges and risks associated with aleatory invention (Holmes, 2016, Lauer, 2016, Leadon, 2011, Vitanza, 2000). However, these challenges and risks emerge partly from material agency. To explore this phenomenon, I herein use Jane Bennett's (2010) vital materiality as a theoretical lens to examine random build challenges. Central to Bennett's theory is vitality, an agentive quality of both human and nonhuman materials that yields an effect—or in some cases affect—on other materials involved. Through examining three examples from popular Sims 4 YouTubers, Plumbella's random pack build; Lilsimsie's random townie build; and finally LaurenZSide's random meme build, this article demonstrates how player, game, and randomizer vitalities collaborate, compete, and co-exist. In addition to the videos serving as examples of aleatory building processes, random build challenges pose opportunities for experienced composers to implement new approaches in response to aleatory elements that can be adapted to other composing settings.
期刊介绍:
Computers and Composition: An International Journal is devoted to exploring the use of computers in writing classes, writing programs, and writing research. It provides a forum for discussing issues connected with writing and computer use. It also offers information about integrating computers into writing programs on the basis of sound theoretical and pedagogical decisions, and empirical evidence. It welcomes articles, reviews, and letters to the Editors that may be of interest to readers, including descriptions of computer-aided writing and/or reading instruction, discussions of topics related to computer use of software development; explorations of controversial ethical, legal, or social issues related to the use of computers in writing programs.