The virtual
network of SIMS lets you try, buy, give and sell all kinds of stuff. SIMS users
can purchase furniture, plants and animals as well as acquire land and houses,
if they so wish. In fact the SIMS user can even buy a new look, from clothes,
to make up or a new tattoo, haircuts and styles, to cosmetically obtaining a
new eye colour. In saying this, you can sell them all as well. Obtainable stuff
in a SIMS virtual world is momentary stuff stimulation. However SIMS does not
take into consideration the networks behind stuff or behind obtaining stuff.
SIMS as I said in my previous blog is an ideal world, where money is no object
and everyone equal.
SIMS doesn’t
cater for ‘winners and losers’ (Dicken, p437). All the money made by each SIM
is pooled into a communal account where the user can choose how and where to
spend the money. Therefore SIMS doesn’t allow for ‘winning and losing (Dicken
p437) nor does it take into consideration ‘the world economy’ (Dicken, p437).
Additionally SIMS doesn’t take into consideration dominant groups (Dicken,
p443) and controllers as ultimately the user is the only controller of their
virtual world. Thus it has a very narrow
view of what the economy is and how the economy works. It allows the consumer
to buy as they please.
Although this may
seem ideal to some users, it completely ignores the networks behind all the
stuff that is so essential to SIMS. Last week’s lecture (week 8) highlighted
how stuff became stuff, looking at the movement of societies wants and needs.
The change from minimalist stock to mass production. Women in the work force.
Ultimately highlighting the importance each network has in the final production
of stuff, of which is placed on our shelves, and in the windows for the
consumer to purchase at their leisure. Each item of stuff has a line of
networks behind it. The example used in lecture 7, Rum and network to sugar
cane, and therefore its history of slaves, explores the infinite components of
networks that are often overlooked.
Regardless, the
virtual world of SIMS allows the users to collect, buy and sell stuff, the
stuff isn’t real. SIMS is simply an element of contemporary stuff that
mindlessly consumes the users time of existing in the real world.
Reference List:
Dicken, P. (2007). Winning and losing: An
introduction, in Global Shift: Mapping the changing contours of the world
economy (p 440). London, England: Sage.
Kuttainen, V,
(Lecturer). (2013 September 16). Stuff .
Podcast retrieved from http://learnjcu.edu.au.

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