A Level Media Studies Factsheet - Video games: Animal Crossing: New Horizons
A Level Media Studies: Revision Questions
Video Game Industry
Set Text: Animal Crossing: New Horizons (Nintendo, 2020)
The following questions are intended as prompts to help develop your knowledge of the Video Game Industry and Animal Crossing: New Horizons as a set text. There is no expectation that you should be able to answer all of them yet, but you should certainly have them all at your fingertips by the time we reach your mock exams.
Section 1: The Basics of Animal Crossing: New Horizons
1. What is the full title of the game and who developed and published it?
2. On which platform was Animal Crossing: New Horizons released, and in what year?
3. What genre of video game is Animal Crossing: New Horizons and how would you describe its core gameplay?
4. What is the central premise of the game and what is the player's main goal?
5. How does the game use real-world time and date to shape the player's experience?
6. What are some of the key activities available to the player in the game?
7. How does the game encourage long-term, repeated play rather than a single playthrough?
8. What was the cultural context of the game's release in March 2020, and why is this significant?
Section 2: Industry Context and Production
. Who is Nintendo and how would you describe their position within the global video game industry?
10. How does Animal Crossing: New Horizons reflect Nintendo's wider brand identity and values?
11. How was the game funded and distributed, and what does this tell us about Nintendo's business model?
12. What is the significance of Animal Crossing: New Horizons being a Nintendo Switch exclusive?
13. How did Nintendo market the game in the lead-up to its release?
14. What role did social media play in both the marketing of and the audience response to the game?
15. How does the game's use of downloadable content (DLC) and updates reflect industry practices around extending a game's commercial life?
16. How does Animal Crossing: New Horizons compare to other life simulation games such as The Sims in terms of industry positioning?
Section 3: Audience
17. Who is the primary target audience for Animal Crossing: New Horizons in terms of age, gender and gaming experience?
18. How does the game's design appeal to both casual and more experienced gamers?
19. What features of the game make it particularly appealing to a female audience, and why is this significant within the wider games industry?
20. How did the timing of the game's release in March 2020 create a new and unexpected audience for the game?
21. How does the game's online multiplayer functionality shape the audience's social experience of the game?
22. What evidence is there that the game attracted audiences beyond its intended demographic?
23. How did players use the game as a platform for self-expression and creativity, and what does this tell us about audience behaviour?
24. How does the game encourage audiences to engage with it outside of the game itself, for example through social media or fan communities?
Section 4: Media Language and Representation
25. How does the visual style and colour palette of Animal Crossing: New Horizons construct a particular tone and appeal?
26. How does the game represent nature, community and domestic life, and what values does this communicate?
27. How are the non-player characters (NPCs) in the game designed, and what do their representations suggest about the game's intended audience?
28. How does the game allow players to construct and represent their own identity, including through character customisation?
29. In what ways does the game represent an idealised or utopian version of society?
30. How does the game's approach to gender representation differ from many mainstream video games, and why is this significant?
31. How does the game use sound, music and ambient audio to reinforce its tone and affect the player's emotional experience?
32. How does the game's narrative structure differ from more conventional video game storytelling?
Section 5: Cultural Impact, Reception and the Wider Industry
33. How many copies of Animal Crossing: New Horizons have been sold, and what does this tell us about its commercial success?
34. How did critics respond to the game on its release, and what reasons did they give for their assessment?
35. What cultural phenomena emerged around the game during 2020, and what do these tell us about the relationship between media and society?
36. How have other media forms, such as fashion brands, musicians and politicians, engaged with the game, and what does this suggest about its cultural reach?
37. How does Animal Crossing: New Horizons fit into the broader debate about whether video games can be considered an art form?
38. What controversies, if any, has the game been involved in, and how did Nintendo respond?
39. How does the game reflect or challenge wider trends in the video game industry, such as the move towards online connectivity and user-generated content?
40. What does the success of Animal Crossing: New Horizons suggest about the future direction of the video game industry?