The Analysis of Incidental Learning in the Affinity Spaces of a Smartphone Game “Neko Atsume

  • Toru FujimotoEmail author
  • Christopher Michael Yap
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10108)


This study investigated the player community of the smartphone game Neko Atsume: Kitty Collector in terms of incidental learning. The game attracts both gamers and non-gamers alike with its simple and unique game design that facilitates emergent narrative among the users even though the game does not offer any in-game communication means. The researchers conducted an international user survey to understand the game experience of the users. The result of the user survey revealed how users were engaged in social communication enhanced by game play.


Neko Atsume Affinity spaces Incidental learning Emergent narrative Game-based learning 


  1. 1.
    Steinkuehler, C., Squire, K.: Videogames and learning. In: Sawyer, R.K. (ed.) Cambridge Handbook of the Learning Sciences, 2nd edn. Cambridge University Press, New York (2014)Google Scholar
  2. 2.
    Klopfer, E., Osterweil, S., Salen, K.: Moving Learning Games Forward: Obstacles, Opportunities & Openness. MIT The Education Arcade, Cambridge (2009)Google Scholar
  3. 3.
    Gee, J.P.: Situated Language and Learning: A Critique of Traditional Schooling. Routledge, London (2004)Google Scholar
  4. 4.
    Gee, J., Hayes, E.: Nurturing affinity spaces and game-based learning. In: Steinkuehler, C., Squire, K., Barab, S.A. (eds.) Games, Learning, and Society: Learning and Meaning in the Digital Age, pp. 129–153. Cambridge University Press, Cambridge (2012)CrossRefGoogle Scholar
  5. 5.
    Kerka, S.: Incidental learning. trends and issues alert no. 18. (2000). Accessed 30 May 2016
  6. 6.
    Schank, R.C., Cleary, C.: Engines for Education, pp. 95–105. Lawrence Erlbaum Associates Publishers, Hillsdale (1995)Google Scholar
  7. 7.
    Louchart, S.: Emergent narrative: towards a narrative theory of virtual reality. University of Salford (2007)Google Scholar
  8. 8.
    Lewes, G.H.: Problems of Life and Mind (First Series), vol. 2. Trübner, London (1875)Google Scholar
  9. 9.
    Forrest, S.: Emergent computation: self-organizing, collective, and cooperative phenomena in natural and artificial computing networks: introduction to the proceedings of the ninth annual CNLS conference. Phys. D Nonlinear Phenom. 42(1), 1–11 (1990)CrossRefGoogle Scholar
  10. 10.
    Oparin, A.I.: The Origin of Life. Courier Dover Publications, Dover (2003)Google Scholar
  11. 11.
    Hit-Point: Neko Atsume: kitty collector. (2014). Accessed 30 Jan 2016
  12. 12.
    CESA: CEDEC awards recipients. (2015). Accessed 30 Jan 2016
  13. 13.
    Game Spot: Top 5 mobile games the best mobile games of 2015. (2015). Accessed 30 Jan 2016
  14. 14.
    Bradley, R.: Why am i obsessed with a cellphone game about collecting cats? The New York Times Magazine. (2016). Accessed 30 Jan 2016
  15. 15.
    Yap, C.M.: Conceptualizing player-side emergence in interactive games: between hard-coded software and the human mind in papers, please and gone home. Int. J. Gaming Comput. Mediated Simul. 7(3), 1–21 (2015)CrossRefGoogle Scholar
  16. 16.
    Schwartz, D.L., Martin, T.: Inventing to prepare for learning: the hidden efficiency of original student production in statistics instruction. Cogn. Instr. 22, 129–184 (2004)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  1. 1.The University of TokyoTokyoJapan
  2. 2.Nara Institute of Science and TechnologyNaraJapan

Personalised recommendations