It’s a Queer World After All: Studying The Sims and Sexuality By Professor Mia Consalvo, Ph.D. School of Telecommunications 213 RTV Building 9 South College Street Ohio University Athens, OH 45701
[email protected] Van M. Cagle, Ph.D. Project Coordinator GLAAD Center for the Study of Media & Society 248 West 35th St. 8th Floor New York, NY 10001
[email protected] Cover by Jan Uretsky
[email protected] February 2003 2 It’s a Queer World After All: Studying The Sims and Sexuality By Mia Consalvo, Ph.D. Although Nikki and Roxann couldn’t get married, they bought formal gowns and diamond rings downtown, then threw a party for their Commitment Ceremony. They exchanged rings and kisses, took pictures, and hired a female entertainer to jump out of a cake for their guests. (The Sims: Hot Date) The previous situation and screenshot were created through gameplay with the best selling computer game to date—The Sims. The game was released in 2000 by Electronic Arts/Maxis, and has sold more than 6 million copies (gamezone.com, 2002). Its expansion packs (Livin’ Large; House Party; Hot Date; Vacation; Unleashed) have quickly climbed the sales charts with their releases as well. Additionally, a version of The Sims was released for the PlayStation 2 game console, and The Sims Online debuted in December 2002. A game of electronic dollhouse, The Sims appeals to men and women, kids and adults, in huge numbers. The game’s success is significant in many ways—it is attracting more women players than other games, it is expected to help online gaming go 3 mainstream, and, most importantly for this study, it allows players the chance to create worlds of their own choosing—worlds that can include “Sim” people of varying genders, races and sexual orientations who coexist without homophobia, racism or sexism.