pptx, 5.54 MB
pptx, 5.54 MB
docx, 249.23 KB
docx, 249.23 KB

A complete OCR A-Level Media Studies lesson exploring audience experience, accessibility, representation and engagement in Animal Crossing: New Horizons.

This fully editable PowerPoint (.pptx) lesson focuses on Animal Crossing: New Horizons as the OCR A-Level Media Studies video game set text for Paper 2: Evolving Media, Section A – Media Industries and Audiences. OCR specifies Animal Crossing: New Horizons for study in relation to media industries, media audiences, and economic and social contexts.

The lesson explores how Animal Crossing: New Horizons creates varied audience experiences through entertainment, creativity, crafting, trading, challenges, chat, accessibility, customisation, virtual events and online community interaction. Students consider how audience engagement can influence video game production, especially through representation, updates, patches, DLC, modding, hacking and player feedback.

The lesson also refers to a supporting article resource document, allowing students to explore audience experiences and representation in more depth through article-based discussion and analysis.

Students analyse how customisation and avatar design support identity expression, inclusivity and representation. They also explore how virtual events, protests, memorials, graduations and funerals gave players a sense of belonging, control and community, particularly during lockdown and wider social disruption.

This lesson covers:

OCR A-Level Media Studies
Paper 2: Evolving Media
Section A: Media Industries and Audiences
Animal Crossing: New Horizons
Video games
Audience experience
Audience engagement
Active audiences
Accessibility
Representation
Customisation
Avatars
Inclusivity
Identity expression
Gender fluidity
Community interaction
Virtual events
Online communities
Lockdown and COVID-19 context
Gillette Venus representation article
DLC
Patches
Updates
Hacking
Modding
Video game production
Audience influence
Uses and Gratifications

What is included:

Fully editable PowerPoint (.pptx) lesson
Supporting article resource document for audience experience and representation
Do Now task on audience experiences in video games
Teacher feedback/model answer slide
Lesson objectives
Key terminology linked to simulation genre
Article discussion task on representation and inclusivity
Feedback slide on customisation, skin types, identity and belonging
Virtual events active talk task
Feedback on protests, memorials, graduations, funerals and community participation
Accessibility discussion task on ease of play and casual audiences
Key definitions for DLC, patches, updates, hacking and modding
Exam-style question on audience experience, belonging, control and identity
Sentence starters for structured written response
Peer assessment criteria using OCR-style language
WWW and EBI feedback prompts
Plenary discussion on hacking/modding and Nintendo’s response

Get this resource as part of a bundle and save up to 27%

A bundle is a package of resources grouped together to teach a particular topic, or a series of lessons, in one place.

Bundle

OCR A Level Animal Crossing Bundle

A complete OCR A-Level Media Studies Animal Crossing: New Horizons bundle covering video games, Nintendo, audience experience, marketing, active audiences and industry contexts. This bundle contains 5 fully editable PowerPoint (.pptx) lessons for the OCR A-Level Media Studies Animal Crossing: New Horizons set text. It is designed for Paper 2: Evolving Media, Section A – Media Industries and Audiences, helping students understand the video game set product through industry, audience, social context, marketing, convergence, Nintendo, audience participation and active audience theory. The lessons are sequenced to build knowledge logically, beginning with an introduction to the game and its key terminology, before moving into audience experience, Nintendo’s industry context, marketing strategies and active audience influence on production. The bundle includes editable PowerPoint lessons, supporting article/resource documents, retrieval practice, key terminology, discussion tasks, research prompts, model answers, article annotation activities, exam-style questions and peer assessment tasks. This resource is ideal for Year 12 or Year 13 OCR A-Level Media Studies students studying Animal Crossing: New Horizons, video games, media industries and media audiences. Suggested teaching order Lesson 1: Animal Crossing Introduction Introduces Animal Crossing: New Horizons as the OCR A-Level video game set text. Students explore video game genres, the simulation genre, Nintendo Switch exclusivity, DLC, digital convergence, production, distribution, consumption, franchise and independent research into the game’s design, audience, community, UGC, mobile gaming and activism. Lesson 2: Animal Crossing Industry – Nintendo Builds the industry context by focusing on Nintendo, franchise success, console history, sales, social interaction and the success of Animal Crossing: New Horizons during the COVID-19 pandemic. Students explore Nintendo’s brand identity and how Uses and Gratifications can link to Nintendo’s console designs and family-friendly approach. Lesson 3: Animal Crossing Audience Experiences Moves into audience experience, accessibility and representation. Students explore how the game provides entertainment, creativity, crafting, trading, chat, identity expression, inclusivity, virtual events, belonging, control and community. This lesson also includes an accompanying article resource document. Lesson 4: Animal Crossing Industry – Marketing Develops students’ understanding of marketing and industry by exploring conventional and unconventional marketing, virtual marketing, social media, brand partnerships, synergy, cross-promotion, vertical integration and COVID-19 context. This lesson includes an accompanying article resource document. Lesson 5: Animal Crossing Active Audiences Finishes the sequence by focusing on how Animal Crossing audiences are active rather than passive. Students explore DLC, patches, updates, hacking, modding, forums, YouTube content, reviews, wiki communities, Happy Home Paradise, Nookazon, player feedback and Shirky’s End of Audience theory. This lesson also includes an accompanying article resource document. What is included? 5 fully editable PowerPoint (.pptx) lessons Supporting article/resource documents Animal Crossing introduction lesson Nintendo industry lesson Audience experience lesson Marketing and synergy lesson Active audiences lesson Do Now retrieval tasks Key terminology slides Teacher feedback/model answer slides Research tasks Article annotation tasks Discussion activities Exam-style questions Sentence starters Peer assessment criteria Model responses Plenary tasks Key topics covered OCR A-Level Media Studies Paper 2: Evolving Media Section A: Media Industries and Audiences Animal Crossing: New Horizons Nintendo Nintendo Switch Video games Simulation genre Sandbox games Production Distribution Consumption Franchise Digital convergence Vertical integration Synergy Cross-promotion Marketing Conventional marketing Unconventional marketing Social media marketing Brand partnerships User-generated content Audience experience Audience engagement Active audiences Shirky’s End of Audience theory Uses and Gratifications Customisation Representation Inclusivity Virtual events Online communities DLC Patches Updates Hacking Modding COVID-19 context Happy Home Paradise Nookazon This bundle can be used as: A complete OCR A-Level Animal Crossing unit A Paper 2: Evolving Media teaching sequence A video games industries and audiences unit A Year 12 or Year 13 set text teaching pack A revision bundle for Animal Crossing: New Horizons A media industries and audiences intervention pack A cover lesson sequence supported by article resources An exam preparation unit for OCR A-Level Media Studies This bundle includes fully editable PowerPoint (.pptx) lessons and supporting article/resource documents. This resource is independently created and is not endorsed by OCR.

£19.99

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