Moving on from the 1990 arcade game, the Simpsons
franchise has expanded across other mediums, strengthening the Simpsons
universe as a whole. Come 2012, The
Simpsons: Tapped Out was released as a mobile app for Androids and IOS users.
The mobile game is a prime example of how technology has advanced to offer
media across new mediums. The availability of media accessed across different
mediums has led to fans becoming the ‘participants’ (Jenkins, 2012). Participatory
culture is the term used to describe the complex and intertwining relationship
between the producer and consumer. Jenkins (2012, pg. 22) adds on “media
industries have had to embrace participatory strategies in order to court and
maintain relations with their fans at a time when logic of ‘engagement’ shapes
many of their policies and promotions”. This interpretation of participatory
culture can be applied to Tapped Out since
it allows its users to create and ‘engage’ with their own unique Simpsons
world. This was the first medium in the Simpsons world where fans could become
‘participators’ of the product in order to greatly intensify their relations with
the Simpsons world. Messinger et al (2009, pg. 205) argued, “members
participate in virtual worlds through their avatars which are graphical
representations of themselves”. Although this is true when looking at The Sims or Second Life as users can personalize their avatars to carry certain
traits and characteristics, Tapped Out, doesn’t
allow users to choose which avatar represents them – they can only initially
play Homer. The game allows users to re-build, create and control their virtual
Springfield after Homer (protagonist) has an accident at the Springfield nuclear
power plant and destroys Springfield. The mobile app is a ‘freenium’, a term
coined by Jarid Lukin (2006) which describes apps that are initially free to
download however certain elements cost within the gameplay. As the game
progresses and levels are unlocked, users do have the choice of picking certain
characters for certain parts of the game. For example, once Springfield
elementary school has been purchased and built in the virtual world, the user
will be rewarded in $255 in virtual money if Bart goes to school for 6 hours.
This links in with transmedia storytelling as there is an ongoing narrative in
the TV series behind Bart and his ‘disobeying’ attitude towards school. The
game runs on virtual currency where the user can play to be rewarded or the
user can buy virtual money with real currency. It could be argued that realism
is injected to virtual worlds due to the freedom the user has over the game and
how aspects of the real world (i.e real currency) are used within the game.
Supporting this sense of realism, the Simpsons universe allows users to inject
their own storyline and bond with the Simpsons characters on a more personal level.
Every virtual world that users creates will be different and unique from one to
another. Furthermore, Messinger et al (2009) argued that there is an ‘injection
of realism’ through the progression of daily time in a 1 second to 1 minute
ratio, and this supported by expansion settings and freedom of movement create
an immersive environment. Through participatory culture, the mediums become
real as the users take control. Jenkins (2012, pg. 53) supports this idea and argues “such intense interaction eventually leads many fans toward
the creation of new texts, the writing of original stories.” Tapped Out encourages its fans to build
a world of their own and thus a story of their own.
The game is a reward to the super fans as transmedia
storytelling plays a big part behind the writing and script of Tapped Out. The game is constantly being
updated with new additions and this constant push of new material keeps the
user constantly engaged with the Simpsons Universe. Writer of the series and game Steward Burns explained the game
offers to add backstory and content in light of the upcoming episodes. “Small
updates tied into new episodes of the show. It seemed like a nice
back-and-forth promotion: The game promotes the show, and the show is
essentially promoting the game, because people are getting the game because
they know and love the show and want to build their little Springfields”
(Burns, 2014) This supports Jenkins (2012) idea that engagement shapes many
industries promotions. Furthermore, Trapped
Out also uses iconographies from The
Simpsons Arcade Game, therefore fully immersing superfans between three
different mediums during three different time periods – TV series, 1989, the
arcade game, 1991 and the mobile game, 2012. It is worth noting that transmedia
story telling at this level only rewards superfans as mentioned before, “with the game, we have more freedom to make
jokes we think are going to be really funny for a couple of people that are
super fans.” (Burns 2014) Not every player would recognize certain jokes or
references made between the game and TV show anchoring Jenkins (2011) idea ‘the
extension’ transmedia storytelling “may add a greater sense of realism to the
fiction as a whole.”
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