8 May 2006

Welcome to the new dollhouse [The New York Times]

Be the first to share

The Sims
As far as we know, children have always played with dolls of one sort or another to act out variations on their own lives, or lives they observe or imagine. Today, a vast and growing number of kids are doing the same thing — but with a very new tool. Instead of dolls, they are using video games. And perhaps most of all, they’re using The Sims.

Some video games let players battle aliens or quarterback a pro football team; The Sims drops the player into an even more fantastic environment: suburban family life. Each Sim, as the characters are known, is different — one might be an old man, one might be a young girl; one is motivated primarily by money, for instance, while another may want popularity — and it’s up to the player to tend to those needs. As in real life, there are no points in The Sims and you can’t “win.” You just try to find happiness as best you can.

And though video game players are often stereotyped as grunged-out, desensitized slackers, it is the nation’s middle-class schoolchildren, particularly girls, who have helped make The Sims one of the world’s premier game franchises, selling more than 60 million copies globally since its introduction in 2000.

Among psychologists and education experts, it is widely accepted that playing with dolls is a safe and perhaps even essential part of self-discovery and growing up for many children, especially girls. Now, some of those experts are catching on to how quickly video games are moving into the territory formerly dominated by a slim blonde named Barbie.

“It’s not that surprising when you look at the game,” said James Paul Gee, an education professor at the University of Wisconsin who directs a program that studies the intersection of learning and gaming among both adults and children. “It’s a great resource for them to design and think about relationships and social spaces.”

Read full story

Be the first to share
22 July 2016
[Book] Overcomplicated (or when systems go feral)
Overcomplicated: Technology at the Limits of Comprehension by Samuel Arbesman Current (Penguin Randomhouse), July 2016 256 pages Abstract Why did the New York Stock Exchange suspend trading without warning on July 8, 2015? Why did certain Toyota vehicles accelerate uncontrollably …
28 June 2016
Politicians need to commit to ethnographic research if they want to understand people
Business anthropologist Simon Roberts has campaigned hard for the "Remain" side in the UK referendum and is deeply disappointed. He now explores a topic that I too have been arguing for some time now: Politicians, …
19 May 2016
The empty brain
Your brain does not process information, retrieve knowledge or store memories. In short: your brain is not a computer, writes acclaimed psychologist Robert Epstein in a long essay on Aeon. "We don’t store words or the …
8 May 2016
New book series: Connected Youth and Digital Futures
Building on research supported by the MacArthur Foundation’s Digital Media and Learning initiative, New York University Press launches Connected Youth and Digital Futures, a new series that explores young people’s day-to-day lives and futures. This series …
1 May 2016
Report: User Experience and Usability in Complex Systems
User Experience and Usability in Complex Systems Final Report 1/2015 FIMECC (Finnish Metals and Engineering Competence Cluster) November 2015, 225 pages Five years ago, some of Finland’s metals and engineering industry companies were looking for new ways to tackle …
2 April 2016
Special Issue: Digitised Health, Medicine and Risk
Health Risk & Society is a new international scholarly journal devoted to a theoretical and empirical understanding of the social processes which influence the ways in which risks are taken, communicated, assessed and managed in …
8 March 2016
Behavioral modeling – Shaping cultural change and behavioral evolution
One of the things we do here at Experientia that really sets us apart from other UX agencies is behavioral modeling. Our cognitive and behavioral models go beyond the standard customer journeys and personas (both …
4 March 2016
Collaborative consumption: from value for users to a society with values
Four European Union consumers associations – OCU (Spain), Altroconsumo (Italy), DECO-Proteste (Portugal) and Test-Achats/Test Aankoop (Belgium) - in collaboration with Cibersomosaguas Research Group (Universidad Complutense of Madrid) and Ouishare Spain, came together to undertake a …

We are an international experience design consultancy helping companies and organisations to innovate their products, services and processes by putting people and their experiences first.

22 June 2016
A united energy economy: Experientia helps wrap up the CITYOPT Nice pilot project

Can behavioral change address local energy issues, raise people’s awareness energy consumption issues, and directly support non-profit organizations at the same time? With the Nice pilot of the CITYOPT project, we have seen strong suggestions that it can. It also suggests that the sense of belonging to a local community is a strong motivation for […]

23 May 2016
Experientia white paper: “Conducting clinical trials is about working with patients”

Patient-centricity is one of the defining issues facing clinical trials in the pharma industry. The past few years have seen a growing awareness by pharmaceutical companies of the importance of patient-centricity – but they have also illustrated that not everyone is clear on just what patient-centricity is, or how to achieve it. After using UX […]

12 April 2016
The latest on innovation in Energy Efficient Buildings: annual round-up of EU Commission projects

Every year, the Energy-efficient Buildings (EeB) Public Private Partnership (PPP) publishes the EeB PPP project review – a round-up of energy-efficiency projects that have been co-funded by two European Commission schemes. This year, the print and digital booklet design was done by Experientia, in particular by our talented visual and interaction designer Dohun Jang. Experientia […]

8 March 2016
Behavioral modeling – Shaping cultural change and behavioral evolution

One of the things we do here at Experientia that really sets us apart from other UX agencies is behavioral modeling. Our cognitive and behavioral models go beyond the standard customer journeys and personas (both useful tools, and often preliminary steps to behavioral modeling) to create frameworks that can be used to make people more […]

1 March 2016
Singapore’s main newspaper on Experientia’s design with the elderly

Arti Mulchand reports in the Straits Times, Singapore’s main newspaper, on Experientia’s “Design for Ageing Gracefully” project: Putting faces to end-users early in the design process is changing the way designers and organisations are approaching products aimed at Singapore’s growing elderly demographic. Experientia’s ethnographic study, which was commissioned by DesignSingapore Council in a collaboration with […]

18 January 2016
Experientia website completely reshaped

Experientia is pleased to announce that we’ve started 2016 with a brand new website. Experientia’s now officially 10 years old, and we decided that the best way to celebrate is by building a new website that showcases our growth – with new projects, new people in the staff, and two new locations in Lausanne and […]

See all articles