• A
  • A
  • A
  • ABC
  • ABC
  • ABC
  • А
  • А
  • А
  • А
  • А
Regular version of the site
  • HSE University
  • Student Theses
  • "Virtual-Self" and Gamergirls' Values in Game Scenarios: an Ethnographic Analysis of Single-Player Gameplay Practices in the Sims

"Virtual-Self" and Gamergirls' Values in Game Scenarios: an Ethnographic Analysis of Single-Player Gameplay Practices in the Sims

Student: Liubeeva Anna

Supervisor: Maria Rodionova

Faculty: Faculty of Social Sciences

Educational Programme: Sociology (Bachelor)

Year of Graduation: 2024

The Sims is a popular life simulation game among females, in which it is possible to play individual scenarios to construct the desired reality. The characters in the game are completely dependent on the gamergirl, thereby imposing on her a certain number of responsibilities. This study examines the influence of the virtual space of the game on how the value orientations of female videogame users are expressed in conflict moments in the game - situations when a female's desires collide with her obligations to virtual characters and often contradict them. The object of the study is females from 18 to 35 years old inclusive, who have experience of game conflicts in The Sims, a purposeful criterion sample is chosen. The set objective is achieved by in-depth interviews and a piloting phase conducted by walk-along interview method for greater integration into the research topic. The theoretical part of the work focuses on the concept of “virtual-self” and the fundamental sociological works on personality theory written by C. Cooley, I. Goffman and J. G. Mead. The study reveals the existence of 4 main types of strategies (adaptation, compromise, damage, cheats/mods) that gamergirls use to create the most comfortable gameplay during conflict of interest. It is confirmed that gamergirls' value orientations influence the choice of strategies, and the video game itself serves as a tool for self-expression and can influence them in the opposite direction, modeling their real life and behavior. The validity of the virtual-self concept is demonstrated: digital identity can be closely related to real identity. The study makes a significant contribution to the field of sociology of games and digital ethnography by outlining the relationship between the real values of female users and their virtual practices.

Student Theses at HSE must be completed in accordance with the University Rules and regulations specified by each educational programme.

Summaries of all theses must be published and made freely available on the HSE website.

The full text of a thesis can be published in open access on the HSE website only if the authoring student (copyright holder) agrees, or, if the thesis was written by a team of students, if all the co-authors (copyright holders) agree. After a thesis is published on the HSE website, it obtains the status of an online publication.

Student theses are objects of copyright and their use is subject to limitations in accordance with the Russian Federation’s law on intellectual property.

In the event that a thesis is quoted or otherwise used, reference to the author’s name and the source of quotation is required.

Search all student theses