Media Savvy Final Lesson Plan

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The University of Oklahoma *

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2413

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Arts Humanities

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Apr 3, 2024

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docx

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Decoding Depictions of Trauma in Media: Analyzing "Omori" Through Media Literacy Objectives Applying the Five Questions framework, examine the video game "Omori" from a media literacy perspective. Recognize the underlying themes, creative approaches, and objective of the game's developers. Examine the various ways that various players might interpret and comprehend "Omori" based on their life experiences. Develop the ability to critically analyze and comprehend intricate media narratives. Learning Activity I. Introduction: Introducing and Beginning to Decode the Material 1. Show clips of “Omori” gameplay, particularly those from these videos. 1. The original 2014 game pitch. ( here .) 2. The final 2020 release trailer. ( here .) 2. Begin preliminary discussions of the material shown in class, particularly on the students’ first thoughts and ideas about the game were. 1. Example questions: 1. How did the trailers make you feel? 2. What do we believe the storyline of the video game might be, from the footage we saw? 3. How did music play a role in the gradual tone shifts throughout the trailers? 4. Did the colors and art style have an impact on your perception of the game? If so, what impact did they have on you? 3. Showcase one of the video game’s darker scenes in order to create contrast between the students' previous perceptions of the game from the trailer, as well as spark additional discussion. ( here .) 1. Example discussion points: 1. Did this change your perception of the game at all? How so?
2. What information were you able to learn about the game and its plot or characters through this clip? 3. Does anyone have any guesses of what this game’s storyline and message are yet? Please elaborate on how you gleaned that information from the clips shown. 4. What new themes and emotions did you see in this clip that you did not see in the trailer previously? II. Understanding the Five Questions in "Omori" 1. Introduce the Five Questions framework of media literacy analysis within the context of "Omori": 1. Who created this game? 1. The creator of this video game is an indie game development studio known as “Omocat”. They have a very distinctive artist/gaming style, characterized by three main traits: high contrast, bright colors, and intricate details. 1. High contrast: The game’s use of contrast is very distinctive, in comparison, to most other games of this era, particularly because of its use of untraditional, light and darkest definitions. Rather than making dark, shadowy areas of the game, predominantly,black, gray, and other very dark colors, the studio uses contrasting colors on the color wheel in order to create this effect. For instance, using neon yellow-green for the light areas and a rich magenta to represent the darkness, creating a very eerie atmosphere that would not otherwise be achieved. 2. Bright colors: Another distinctive feature of art within this game is the use of bright, heavily saturated colors. This is especially seen within the main character’s “head space”, where everything has a bright, pastel, almost candy-like appearance within his mind. Omocat’s use of colors in this way effectively creates a welcoming atmosphere, which is later turned on its head by the darker undertones of the game, despite being previously masked by the use of bright colors.
3. Intricate details: The game is also heavily characterized by the level of intricate detail that goes into much of the character and background art within the game, especially within the visual novel and battle RPG portions of the game. Going over these relatively simple drawings with such intricate detailing and line work, creates a much more hand drawn feel, further adding to the child-like atmosphere in the beginning of the game, while also seeming to add an erratic edge to the characters by the end of the game. 2. What creative techniques are used to engage players? 1. Omori uses familiar elements of much more childlike games in order to suck the players into a positive and casual atmosphere. The game begins with a very light hearted tone, and continues that way for over an hour of gameplay before we even get the slightest hint that something may be more wrong than what we first believed. By the time those things are introduced, we as the player have already gotten attached to the characters, and are invested in what occurs next, even though what ensues is much darker than what we may have originally signed on for. The game also employs both a visual novel aspect and a classic battle RPG aspect in order to keep the players engaged with many side quests along the way. Although it continues to grow in intensity to a fever pitch by the end, it never loses that whimsical charm that drew players in in the first place. There are so many smaller adventures and characters introduced throughout the game that keep the story heartwarming, and even a bit humorous. 3. How might different players interpret "Omori" differently? 1. Different players may interpret the game in vastly different ways, especially depending on their personal connection with the trauma and grief the main character, Omori, experiences throughout the story. To them, this story likely resonates as a person learning to cope through loss, and eventually move on beyond it. However, many others have taken the game as much more of a
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psychological thriller than a memoir on personal grief. They may focus more on the intense battles, as well as fear inducing atmospheres and concepts that the player must grapple with over the course of the game. 4. What values and perspectives are represented within the story? 1. Overall, the game centers around learning to work through immense loss and guilt, especially as it relates to grief of a loved one. Although Omori was involved in the untimely death of his sister, the game does not pass moral judgment upon him. Rather, it sends more of a message that it is not about seeking the approval from others that you are allowed to move on, but rather finding that inner peace within yourself. At the end of the game, when Omori finally comes to terms with his involvement in the sister's death, the game does not focus on whether or not his friends will forgive him after they discover the truth. It instead focuses more on his ability to finally come to terms with what has happened, and to no longer let the guilt and fear regarding this loss consume him forever. He wakes up in a hospital room at the end, feeling finally free as this weight of his guilt begins to wane. 5. Why was "Omori" designed this way? 1. Omori was designed this way in order to convey the deeper meaning of the story without ever needing to say most of the elements out loud. For instance, the game never outright says that Omori caused the death of his sister, but based on the experiences he has fighting his own inner demons, and the shame he feels between him and his friends, allows us to learn the story indirectly over the course of the game. 2. Have the class discuss specific elements from "Omori" that best illustrate each of the five questions within the Five Questions framework, and leave time to share those perspectives. Group Activity I. Divide students into groups, asking each group to decide what they believe is the most impactful creative technique used in Omori, and describe how it was effective.
II. Allow each group to present their insights and interpretations based on their assigned question. a. Encourage each student to ask at least two followup questions regarding their classmates’ presentations. Closing Thoughts I. Have students write a short reflection summarizing their analysis, highlighting key takeaways about the game's themes and storytelling. a. Make sure the students focus on how the game developers convey their story, rather than just the concrete storyline itself. II. Potential exit ticket idea: Make students pick a piece of media they’ve consumed that could be analyzed much in the same way we just analyzed “Omori”.