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Last updated

15 May 2026

pptx, 40.09 MB
pptx, 40.09 MB
docx, 2.14 MB
docx, 2.14 MB

A complete OCR A-Level Media Studies lesson exploring Animal Crossing: New Horizons, Nintendo, marketing, synergy and industry context.

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.

The lesson explores how Animal Crossing: New Horizons was marketed using both conventional and unconventional marketing techniques, including trailers, reviews, articles, online advertising, launch promotion, social media, brand partnerships, user-generated content and virtual marketing during the COVID-19 pandemic.

Students develop their understanding of key industry concepts including production, distribution, consumption, franchise, sandbox games, vertical integration, synergy, cross-promotion and brand partnerships. The lesson also examines how Nintendo’s control over development, publishing, hardware, marketing and distribution strengthens its brand identity and commercial power.

This resource includes a supporting article resource document for students to use when analysing marketing, virtual partnerships and the rise of in-game advertising around Animal Crossing: New Horizons.

The lesson includes discussion tasks, key term definitions, marketing analysis, social media statistics, brand partnership examples, exam-style writing and a model response.

This lesson covers:

OCR A-Level Media Studies
Paper 2: Evolving Media
Section A: Media Industries and Audiences
Animal Crossing: New Horizons
Nintendo
Video game marketing
Conventional marketing
Unconventional marketing
Virtual marketing
Social media marketing
User-generated content
Brand partnerships
Synergy
Cross-promotion
Vertical integration
Production
Distribution
Consumption
Franchise
Sandbox games
COVID-19 context
KFC island
Gucci
Valentino
Marc Jacobs
100 Thieves
H&M
Highsnobiety
Alexandria Ocasio-Cortez
TikTok, Twitter and Reddit engagement
Uses and Gratifications

What is included:

Fully editable PowerPoint (.pptx) lesson
Supporting article resource document
Do Now task on production, distribution, consumption and franchise
Teacher feedback/model answer slide
Lesson objectives
Key term explanation for sandbox video games
Key term explanation for vertical integration
Benefits of

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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