When I first started playing the game I began to realize that there weren't many options that I could use as far as identifying myself as a "SIM" within the game. In order to start the game, you are prompted to use a default SIM or create your own SIM that only has the option of living a life that consisted of being a baby, a child, and an adult. Thinking back to when I first started the original version
Below are some visuals of the video game cover for the 2nd and third versions of
I couldn't find the original one to show you online but it did not have any faces that represented minorities on the cover. However, the latest versions of the videogame contain few minorities on the cover still although an effort was made within the creation of people of color in the game itself.

In the Nakamura's reading, Nakamura uses Parks's definition of visual capital which describes visual capitalism as "a system of social differentiation based on users'/viewers' relative access to technologies of global media"(pg. 15). From the understanding of digital capitalism, Nakamura brings in the discussion of racial formation theory (created by Omi and Winant) which focuses on race as a construct rather than an empirical truth or fact (as stated during class on Tuesday), and is a result of social conflict or competing social interest. Nakamura also mentions how there has been a shift in conceptualizing new media from a Utopian (universal) standpoint on the impact of these digital spaces to a discussion of difference (18). With this understanding of race as a social construct, we can see how control and power is distributed and assumed by means of digital images such as that of
It is also quite clear that The Sims supports heterosexual family structures as well as attributing to white society by putting emphasis on these types of structures that are internalized and viewed by minorities as default selections. When I made a Sim for myself, there was a process of appropriation in which I, too, sought to work against the discrimination that was set in place by means of digital visual capital as Nakamura suggests on page 16. As always, I would have to unset the default of this white, male image to someone that was African-American and different in other physical features as well only to create a person of minority within this seemingly "universalized" digital space. Below is a typical picture used for advertising The Sims.

Also, while searching on youtube I found this video posted by a youtube user of how EA (eletronic arts) created and controlled this generation of
Based on what we've discussed in class about racial formation theory and digital spaces, do you think that the inclusion of minorities (to a certain extent especially when considering the transformation of the game to include or exclude signifers of difference) in The SIM games work towards increasing visual capital or towards encouraging the "neoliberal discourse of color blindness and nondiscrimination???(pg. 7)
Similar to Nakamura's argument, do you agree that the Internet is a privileged and extremely rich site for the creation and distribution of hegemonic and counterhegemonic visual images of racialized bodies? (pg. 13)
What are some of your experiences within these visual spaces that correlate to your understanding of the racial formation theory?
What do you think are the leading factors to why the Internet has become an accessible media source with respect to culture, ethnicity and nationality?
*There are a lot of SIM videos on youtube that you should check out as well.



