Skip to main content

Cultural Playing: A Videogame Case Study of Never Alone and the Teaching of Culture

  • Conference paper
  • First Online:
Book cover Advances in Human Factors in Wearable Technologies and Game Design (AHFE 2019)

Abstract

The present article proposes to study the game design as an effective instrument of teaching and propagation of culture. It has also been taken in consideration the aspects that are established as necessary for a game to be an effective educational game and how they are present in our object of study. For such study, we analysed the video game “Never Alone”, produced by the North American company Upper Games and how it relates to and transmits the folkloric and cultural elements of the Inñupiaq people through its own unique game design, taking in consideration its content, playability and visual, or textual information. In addition, we have also discussed the importance of the propagation of unknown culture in new popular media while being respectful and accurate to its source and people. All data was collected via playing the game whilst observing its contents under the scope of the analysis.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Filho, A.C.M., Oliveira, M.P.: Folclore E Videogame: Jogando, Aprendendo E Valorizando A Cultura Popular. Curitiba: Intercom - Sociedade Brasileira De Estudos Interdisciplinares Da Comunicação 40º Congresso Brasileiro De Ciências Da Comunicação (2017)

    Google Scholar 

  2. Silveira, G.C.: Jogos Digitais Como Ferramenta Cultural: Uma Proposta Interdisciplinar. In: SBC - Proceedings Of Sbgames, São Paulo (2016)

    Google Scholar 

  3. Conditt, J.: Never Alone Review: Into The Storm (2014). https://www.engadget.com/2014/12/10/Never-Alone-Review-Into-The-Storm/

  4. Dalla, M.I.H.Z.: Planejamento: Análises Menos Convencionais. Porto Alegre (2000)

    Google Scholar 

  5. Fortuna, T.R.: Sala De Aula É Lugar De Brincar? Porto Alegre. Cadernos De Educação Básica 6, 147–164 (2000)

    Google Scholar 

  6. Geraldo, A.F., Carneiro, N.P.: A Cultura No Processo Do Ensino E Aprendizagem Da Educação Infantil. (2000)

    Google Scholar 

  7. Hsiao, H.C.: A brief review of digital games and learning. In: The First IEEE International Workshop On Digital Game And Intelligent Toy Enhanced Learning, Los Alamitos, CA, USA, DIGITEL 2007, pp 124—129. IEEE Computer Society (2007) http://doi.Ieeecomputersociety.Org/10.1109/DIGITEL.2007.3

  8. Dias, T.J., et al.: Estudo Sobre Os Diversos Gêneros De Jogos E Sua Aplicabilidade No Ensino. Vila Jacuí (2014). http://gestaouniversitaria.com.br/artigos/estudo-sobre-os-diversos-generos-de-jogos-e-sua-aplicabilidade-no-ensino

  9. Kirriemuir, J., Mcfarlane, A.: Literature Review In Games And Learning. Futurelab, Bristol (2004). http://www.Futurelab.Org.Uk/Resources/Publications_Reports_Articles/Literature_Reviews/Literature_Review378

  10. Krauss, M: Alaskan Native Languages (2011). https://www.alaskanativelanguages.org/

  11. Fardo, M.L.: A Gamificação Aplicada Em Ambientes De Aprendizagem. CINTED-UFRGS, Santa Catarina (2008)

    Google Scholar 

  12. Nielsen, J., Loranger, H.: Usabilidade Na Web. Elsevier Brasil (2007)

    Google Scholar 

  13. Orrico, A.: Mercado Brasileiro De Games Já O Quarto Maior Do Mundo E Deve Continuar A Crescer. O Estado De São Paulo, São Paulo (2012). http://www1.Folha.Uol.Com.Br/Tec/1165034-Mercado-Brasileiro-De-Games-Ja-E-O-Quarto-Maior-Do-Mundo-E-Deve-Continuar-A-Crescer.Shtml

  14. Oliveira, M.P.; Filho, A.C.M.: Folk-Game: Como A Cultura Popular Pode Ser Adaptada Para Os Jogos Eletrônicos De Computador - O Caso De Never Alone. Ponta Grossa: RIF Artigos/Ensaios, pp. 87–103 (2017)

    Google Scholar 

  15. Prensky, M.: Digital Game-Based Learning. Mcgraw-Hill, New York (2001)

    Google Scholar 

  16. Savi, R.: Jogos Digitais Educacionais: Benefícios E Desafios. CINTED-UFRGS, Santa Catarina (2008)

    Google Scholar 

  17. Tavares, R.: Fundamentos De Game Design Para Educadores. Salvador, Bahia (2005)

    Google Scholar 

  18. Upper One Games, LLC.: A Great Story Has The Ability To Move The Audicience In Many Ways (2014). http://www.Upperonegames.Citci.Org/

  19. Upper One Games, Never Alone. Inspirational Art (2016). http://Neveralonegame.Com/Inspirational-Artwork/

  20. Upper One Games, Never Alone. Never Alone (2016). http://Neveralonegame.Com/Game/

  21. ECK, R.V.: Digital game based learning: it’s not just the digital native who are restless. Educause Rev., pp. 16–30 (2006). http://Net.Educause.Edu/Ir/Library/Pdf/ERM0620.Pdf

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Hélio Parente de Vasconcelos Neto .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

de Vasconcelos Neto, H.P., Alves, M.A.F. (2020). Cultural Playing: A Videogame Case Study of Never Alone and the Teaching of Culture. In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2019. Advances in Intelligent Systems and Computing, vol 973. Springer, Cham. https://doi.org/10.1007/978-3-030-20476-1_22

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-20476-1_22

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-20475-4

  • Online ISBN: 978-3-030-20476-1

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics