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Digital Game Narratives as Living Culture: Never Alone

Year 2025, Volume: 19 Issue: 146, 88 - 99, 11.06.2025
https://doi.org/10.58242/millifolklor.1429467

Abstract

This study explores the representation of Iñupiat culture in the digital game Never Alone, released in 2014, by considering the culture of the Iñupiat people living in Alaska. It also aims to examine the effects of Never Alone on the preservation and transmission of Iñupiat culture. It can be argued that technology can play an important role in the reinvention of culture and traditions. In this respect, the study analyzes the game Never Alone in a descriptive way to reveal how Iñupiat culture is processed in the digital environment and how its cultural elements come together with the digital game experi-ence. In particular, it examines how Iñupiat culture is integrated into the game’s narrative and inter-face design. In this context, the study aims to contribute not only to folklore and digital game re-search but also to the academic debate on the safeguarding of intangible cultural heritage. The hy-pothesis of the study is that Never Alone is a successful example of exploring traditional narratives in interactive digital environments. Based on this hypothesis, the role of the game in the rediscovery and transmission of endangered cultures is discussed. It also considers the applicability of similar methods in the transmission of other endangered cultures, such as the Iñupiat community, into the future. The main argument of the study is the necessity of using technology as an effective tool in the reproduction and transmission of cultural heritage. At a time when traditional practices are being eroded in the age of high technology, innovative methods are needed to safeguard intangible cultural heritage. Digital games, especially with their immersive storytelling and interactive nature, can offer a new perspective for these efforts. Never Alone is a prominent example in this context, successfully reflecting the fusion of technology and culture as a game in which indigenous people played an active role in the development process. This collaboration with the Iñupiat community during the develop-ment process enhanced the game’s authenticity and cultural richness. The findings of the analysis reveal that Never Alone goes beyond being an entertainment tool and plays an active role in preserv-ing cultural heritage. The results also show that the game, rooted in Iñupiat culture, has become a dynamic repository of traditional knowledge. The game’s potential to preserve cultural heritage is supported by the fact that it reaches millions of players. This success supports the argument that digital games are powerful tools for the preservation and transmission of cultural heritage. This global success of Never Alone positions digital games as global cultural ambassadors. This reinforc-es the idea that digital games are an effective channel for cross-cultural interaction. Furthermore, the fact that the game offers the opportunity to correct misrepresentations and accurately portray Iñupiat culture emphasizes the importance of digital games in cultural representation. The game’s effects not only impacted the Iñupiat community, but also opened up a global discussion on the potential of digital games to contribute to cultural heritage preservation. The findings highlight the need for fur-ther studies to investigate the effects of similar game experiences that support different local cultures. Furthermore, investigating the effects of collaborative game development processes that strengthen cultural communities and examining the educational effectiveness of digital games could be potential topics for future research.

References

  • Aarseth, Espen. “Computer Game Studies, Year One”, Game Studies, 1(1), 2001. Available online: https://www.gamestudies.org/0101/editorial.html
  • Barcwick, Joanna, James Dearley and Adrienne Muir. “Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation”, Games and Culture, 6(4), 2011: 373-390. https://doi.org/10.1177/1555412010391092
  • Binark, Mutlu and Günseli Bayraktutan-Sütçü. Kültür Endüstrisi Ürünü Olarak Dijital Oyun. İstanbul: Kalkedon, 2008.
  • Bizzocchi Jim. “Games and Narrative: An Analytical Framework”, Loading: The Journal of the Canadian Games Studies Association, 1(1), 2007: 5-10.
  • Bizzocchi, Jim and Theresa Jean Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative”, Bulletin of Science, Technology & Society, 32(5), 2012: 393-404. https://doi.org/10.1177/0270467612463796
  • Blank, Trevor J. “Toward a Conceptual Framework for the Study of Folklore and the lnternet”, Folklore and the lnternet Vernacular Expression in a Digital World. (Ed: Trevor J. Blank). Logan: Utah State University Press, 2009: 1-20.
  • Blank, Trevor J. “Folklore and the Internet: The Challenge of an Ephemeral Landscape”, Humanities, 7(2), 2018: 50. https://doi.org/10.3390/h7020050
  • Bryant, Heather. “Native Stories from Alaska Give Gamers Something to Play with” (23 August 2014) 1 May 2024. <https://www.npr.org/sections/alltechconsidered/2014/08/23/342554915/native-stories-from-alaska-give-gamers-something-to-play-with>
  • Caillois, Roger. Man, Play, and Games. New York: Free, 1961.
  • Cerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera and Jairo Melo-Sánchez. “The Cultural Impact of Video Games: A Systematic Review of the Literature”, Education Sciences, 13(11), 2023: 1116. https://doi.org/10.3390/educsci13111116
  • Champion, Erik. Playing with the Past. London: Springer, 2011.
  • — —. Critical Gaming: Interactive History and Virtual Heritage. Farnham: Ashgate, 2015.
  • Cover, Rob. “Digital Difference: Theorizing Frameworks of Bodies, Representation and Stereotypes in Digital Games”, Asia Pacific Media Educator, 26(1), 2016: 4-16. https://doi.org/10.1177/1326365X16640322
  • Czech, Dawid. “Challenges in Video Game Localization: An Integrated Perspective”, Explorations: A Journal of Language and Literature, 1, 2013: 3–25.
  • DaCosta, Boaventura and Carolyn Kinsell. “Serious Games in Cultural Heritage: A Review of Practices and Consid-erations in the Design of Location-Based Games”, Education Sciences, 13(1), 2023: 47. https://doi.org/10.3390/educsci13010047
  • Dundes, Alan. “Halk Kimdir”, Halkbiliminde Kuramlar ve Yaklaşımlar 1. Trans.: Metin Ekici. (Eds.: M. Öcal Oğuz et al.). Ankara: Geleneksel Yayınları, 2006: 11-26.
  • Encelewski, Ivan. “The Making of Never Alone (Kisima Inŋitchuŋa): Celebrating a People and a Language” (11 March 2019) 15 January 2024. <https://www.culturalsurvival.org/publications/cultural-survival-quarterly/making-never-alone-kisima-innitchuna-celebrating-people>
  • Evren, Fuat Boğaç ve İzlem Kanli. “Folklorun Dijitalleşmesine İlişkin Temel Sorunlar ve Sınırlılıklar”, Millî Folk-lor, 17(136), 2022: 126-139.
  • Foni, Alessandro E., George Pagagiannakis and Nadia Magnenat-Thalmann. “A Taxonomy of Visualization Strate-gies for Cultural Heritage Applications”, Journal on Computing and Cultural Heritage, 3(1), 2010: 1-21. https://doi.org/10.1145/1805961.1805962
  • Garcia-Fernandez, Jorge and Leonor Medeiros. “Cultural Heritage and Communication Through Simulation Video-games—A Validation of Minecraft”, Heritage, 2(3), 2019: 2262-2274. https://doi.org/10.3390/heritage2030138
  • Halaçoğlu, Burcu Nehir. Video Oyun Evreninde Yol Bulmak: Sınıflandırma ve Türler. Ankara: Gece, 2020.
  • Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. London: Paladin, 1970.
  • Jolles, Carol Zane. “Iñupiaq Society and Gender Relations”, Circumpolar Lives and Livelihood: A Comparative Ethnoarchaeology of Gender and Subsistence. (Eds.: Robert Jarvenpa and Hetty Jo Brumbach) Lincoln, USA: University of Nebraska Press, 2006: 238-262.
  • Kim, Seulah, Dong-uk Im, Jongoh Lee and Heejae Choi. “Utility of Digital Technologies for the Sustainability of Intangible Cultural Heritage (ICH) in Korea”, Sustainability, 11(21), 2019: 6117. https://doi.org/10.3390/su11216117
  • Kozinets, Robert. “Click to Connect: Netnography and Tribal Advertising”, Journal of Advertising Research, 46(3), 2006: 279-288.
  • Kozinets, Robert V. Netnography: Doing Ethnographic Research Online. London: Sage, 2010.
  • Kõiva, Mare ve Liisa Vesik. “21. Yüzyıl Başında Çağdaş Halk Bilimi, İnternet ve Toplumlar”, Uygulamalı Halk-bilimi. Trans.: Emine Çakır. (Eds.: M. Öcal Oğuz et al.) Ankara: Geleneksel Yayınları, 2014: 182-194.
  • Linderoth, Jonas. “Creating Stories for a Composite Form: Video Game Design as Frame Orchestration”, Journal of Gaming and Virtual Worlds, 7(3), 2015: 279-298. https://doi.org/10.1386/jgvw.7.3.279_1
  • Longboat, Maize. “Reset and Redefine: Never Alone (Kisima Ingitchuna) and the Rise of Indigenous Games”, Transmotion, 3(1), 2017: 179-180. Available online: https://journals.kent.ac.uk/index.php/transmotion/article/view/245/1014
  • Majewski, Jakub. “The Potential for Modding Communities in Cultural Heritage”, The Interactive Past: Archaeolo-gy, Heritage & Video Games. (Eds.: Angus A.A. Mol et al.) Leiden: Sidestone, 2017: 185-206.
  • Mortara, Michela, Chiara Eva Catalano, Francesco Bellotti, Giusy Fiucci, Minica Houry-Panchetti and Panagiotis Petridis. “Learning Cultural Heritage by Serious Games”, Journal of Cultural Heritage, 15, 2014: 318-325. https://doi.org/10.1016/j.culher.2013.04.004
  • Parkin, Simon. “Never Alone: Could a Video Game Help to Preserve Inuit Culture?” (17 November 2014) 15 January 2024. <https://www.newyorker.com/tech/annals-of-technology/never-alone-video-game-help-preserve-inuit-culture>
  • Parkinson, Hannah Jane. “Alaska's Indigenous Game Never Alone Teaches Co-Operation Through Stories” (29 September 2014) 15 January 2024. <https://www.theguardian.com/technology/2014/sep/29/never-alone-alaskas-indigenous-game-never-alone-teaches-cooperation-through-stories>
  • Pyae, Aung. “Understanding the Role of Culture and Cultural Attributes in Digital Game Localization”, Entertain-ment Computing, 26, 2018: 105-116. https://doi.org/10.1016/j.entcom.2018.02.004
  • Ralph, Paul and Kafui Monu. “Toward a Unified Theory of Digital Games”, The Computer Games Journal, 4, 2015: 81-100. https://doi.org/10.1007/s40869-015-0007-7
  • Ryan, Marie-Laure. “From Narrative Games to Playable Stories: Towards a Poetics of Interactive Narrative”, Story-worlds: A Journal of Narrative Studies, 1(1), 2009: 43–59.
  • Sakakibara, Chie. “"Our Home Is Drowning": Iñupiat Storytelling and Climate Change in Point Hope, Alaska”, Geographical Review, 98(4), 2008: 456–475.
  • Sarpkaya, Seçkin. “Dijital Oyun/Video Oyunu Folkloru Üzerine Bir Yöntem Denemesi”, Uluslararası Halkbilimi Araştırmaları Dergisi, 6, 2021: 155-172. Available: https://dergipark.org.tr/tr/pub/uhad/issue/62633/902469
  • Suri, Harsh. “Purposeful Sampling in Qualitative Research Synthesis”, Qualitative Research Journal, 11(2), 2011: 63-75. https://doi.org/10.3316/QRJ1102063
  • Vajda, András. 2015. “Folk Culture on the Internet: Use, Context, and Function”, Acta Universitatis Sapientiae, Communicatio, 2(2), 2015: 7–45. Available: https://real.mtak.hu/40685/
  • Wang, Xumin. The Effect of Mobile Serious Games on Learning Intangible Cultural Heritage. Unpublished Mas-ter’s Thesis. York, UK: University of York, 2021. Available online: https://etheses.whiterose.ac.uk/29217/1/Xumin%20Wang_202057443_Thesis.pdf
  • Williams, Peter Keough. An Analysis of the Ethnographic Significance of the Iñupiaq Video Game Never Alone (Kisima Ingitchuna). Unpublished Master’s Thesis. Florida, USA: Florida State University, 2018. Available online: https://diginole.lib.fsu.edu/islandora/object/fsu:653531/datastream/PDF/download
  • Wordsworth, Rich. “Never Alone: A Brave New Video Game Mythology” (27 July 2016) 1 May 2024. <https://www.redbull.com/int-en/never-alone-a-brave-new-videogame-mythology>

Yaşayan Kültür Olarak Dijital Oyun Anlatıları: Never Alone

Year 2025, Volume: 19 Issue: 146, 88 - 99, 11.06.2025
https://doi.org/10.58242/millifolklor.1429467

Abstract

Bu çalışma, Alaska’da yaşayan İnyupik halkının kültürünü ele alarak 2014’te piyasaya sürülen Never Alone adlı dijital oyundaki İnyupik kültürünün temsilini araştırmaktadır. Bununla birlikte Never Alone’nun İnyupik kültürünün korunması ve aktarımı üzerindeki etkilerini incelemeyi amaçlamaktadır. Teknolojinin kültürün ve geleneklerin yeniden icadında önemli bir rol oynaya-bileceği ileri sürülebilir. Bu doğrultuda çalışma, Never Alone oyununu ele alarak İnyupik kültürünün dijital ortamda nasıl işlendiğini ve kültürel unsurlarının dijital oyun deneyimiyle nasıl bir araya geldiğini betimsel bir analizle ortaya koymaktadır. Özellikle İnyupik kültürünün oyunun anlatısına ve arayüz tasarımına nasıl entegre edildiği incelenmiştir. Bu bağlamda, çalışma yalnızca folklor ve dijital oyun araştırmalarına yönelik değil aynı zamanda somut olmayan kültürel mirasın korunması ko-nusundaki akademik tartışmaya da katkıda bulunmayı amaçlamaktadır. Çalışmanın hipotezi, etkileşimli dijital ortamlarda geleneksel anlatıların keşfedilmesinde Never Alone'un başarılı bir örnek teşkil etmesidir. Bu hipotez üzerinden oyunun, yok olma tehlikesiyle karşı karşıya olan kültürlerin yeniden keşfinde ve aktarımında oynadığı rol tartışılmaktadır. Ayrıca İnyupik topluluğu gibi yok olma tehlikesi altındaki diğer kültürlerin geleceğe aktarılmasında benzer yöntemlerin uygulanabilirliği de ele alınmaktadır. Çalışmanın temel argümanı, teknolojinin kültürel mirasın yeniden üretiminde ve geleceğe aktarımında etkili bir araç olarak kullanılmasının gerekliliğidir. Yüksek teknoloji çağında geleneksel uygulamaların erozyona uğradığı bir dönemde somut olmayan kültürel mirasın korunması için yenilikçi yöntemlere ihtiyaç duyulmaktadır. Dijital oyunlar, özellikle sürükleyici hikâye anlatımı ve etkileşimli yapısıyla bu çabalar için yeni bir perspektif sunabilir. Never Alone ise bu bağlamda öne çıkan bir örnek olup, yerlilerin geliştirme sürecinde aktif biçimde rol oynadığı bir oyun olarak teknoloji ve kültürün birleşimini başarılı bir şekilde yansıtmıştır. Oyunun geliştirme sürecinde İnyupik topluluğuyla yapılan söz konusu iş birliği oyunun özgünlüğünü ve kültürel zenginliğini artırmıştır. Yapılan incelemenin sonucunda elde edilen bulgular, Never Alone’nun bir eğlence aracı olmanın ötesine geçerek kültürel mirasın korunmasında etkin bir rol üstlendiğini ortaya koymaktadır. Sonuçlar ayrıca İnyupik kültürüne dayanan oyunun, geleneksel bilginin dinamik bir deposu haline geldiğini göstermektedir. Oyunun kültürel mirası koruma potansiyeli milyonlarca oyuncuya ulaşmasıyla desteklenmektedir. Bu başarı, dijital oyunların kültürel mirasın korunmasında ve geleceğe aktarımında güçlü araçlar olduğu argümanını desteklemektedir. Never Alone'un küresel ölçekteki bu başarısı dijital oyunları küresel kültür elçileri olarak konumlandırmaktadır. Bu durum, dijital oyunların kültürler arası etkileşim için etkili bir kanal olduğu düşüncesini güçlendirmektedir. Ayrıca oyunun yanlış temsilleri düzeltme ve İnyupik kültürünü doğru bir şekilde anlatma imkânı sunması, dijital oyunların kültürel temsil konusundaki önemini vurgulamaktadır. Oyunun etkileri yalnızca İnyupik topluluğunu değil aynı zamanda dijital oyunların kültürel mirasın korunmasına katkı sağlama potansiyelini küresel bir düzeyde tartışmaya açmıştır. Bulgular farklı yerel kültürleri destekleyen benzer oyun deneyimlerinin etkilerini araştırmak üzere daha fazla çalışmanın yapıl-masına olan ihtiyacı vurgulamaktadır. Ayrıca kültürel toplulukları güçlendiren iş birliğine dayalı oyun geliştirme süreçlerinin etkilerinin araştırılması ve dijital oyunların eğitici etkinliğinin incelenmesi, gelecekteki araştırmaların potansiyel konu başlıkları olabilir

References

  • Aarseth, Espen. “Computer Game Studies, Year One”, Game Studies, 1(1), 2001. Available online: https://www.gamestudies.org/0101/editorial.html
  • Barcwick, Joanna, James Dearley and Adrienne Muir. “Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation”, Games and Culture, 6(4), 2011: 373-390. https://doi.org/10.1177/1555412010391092
  • Binark, Mutlu and Günseli Bayraktutan-Sütçü. Kültür Endüstrisi Ürünü Olarak Dijital Oyun. İstanbul: Kalkedon, 2008.
  • Bizzocchi Jim. “Games and Narrative: An Analytical Framework”, Loading: The Journal of the Canadian Games Studies Association, 1(1), 2007: 5-10.
  • Bizzocchi, Jim and Theresa Jean Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative”, Bulletin of Science, Technology & Society, 32(5), 2012: 393-404. https://doi.org/10.1177/0270467612463796
  • Blank, Trevor J. “Toward a Conceptual Framework for the Study of Folklore and the lnternet”, Folklore and the lnternet Vernacular Expression in a Digital World. (Ed: Trevor J. Blank). Logan: Utah State University Press, 2009: 1-20.
  • Blank, Trevor J. “Folklore and the Internet: The Challenge of an Ephemeral Landscape”, Humanities, 7(2), 2018: 50. https://doi.org/10.3390/h7020050
  • Bryant, Heather. “Native Stories from Alaska Give Gamers Something to Play with” (23 August 2014) 1 May 2024. <https://www.npr.org/sections/alltechconsidered/2014/08/23/342554915/native-stories-from-alaska-give-gamers-something-to-play-with>
  • Caillois, Roger. Man, Play, and Games. New York: Free, 1961.
  • Cerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera and Jairo Melo-Sánchez. “The Cultural Impact of Video Games: A Systematic Review of the Literature”, Education Sciences, 13(11), 2023: 1116. https://doi.org/10.3390/educsci13111116
  • Champion, Erik. Playing with the Past. London: Springer, 2011.
  • — —. Critical Gaming: Interactive History and Virtual Heritage. Farnham: Ashgate, 2015.
  • Cover, Rob. “Digital Difference: Theorizing Frameworks of Bodies, Representation and Stereotypes in Digital Games”, Asia Pacific Media Educator, 26(1), 2016: 4-16. https://doi.org/10.1177/1326365X16640322
  • Czech, Dawid. “Challenges in Video Game Localization: An Integrated Perspective”, Explorations: A Journal of Language and Literature, 1, 2013: 3–25.
  • DaCosta, Boaventura and Carolyn Kinsell. “Serious Games in Cultural Heritage: A Review of Practices and Consid-erations in the Design of Location-Based Games”, Education Sciences, 13(1), 2023: 47. https://doi.org/10.3390/educsci13010047
  • Dundes, Alan. “Halk Kimdir”, Halkbiliminde Kuramlar ve Yaklaşımlar 1. Trans.: Metin Ekici. (Eds.: M. Öcal Oğuz et al.). Ankara: Geleneksel Yayınları, 2006: 11-26.
  • Encelewski, Ivan. “The Making of Never Alone (Kisima Inŋitchuŋa): Celebrating a People and a Language” (11 March 2019) 15 January 2024. <https://www.culturalsurvival.org/publications/cultural-survival-quarterly/making-never-alone-kisima-innitchuna-celebrating-people>
  • Evren, Fuat Boğaç ve İzlem Kanli. “Folklorun Dijitalleşmesine İlişkin Temel Sorunlar ve Sınırlılıklar”, Millî Folk-lor, 17(136), 2022: 126-139.
  • Foni, Alessandro E., George Pagagiannakis and Nadia Magnenat-Thalmann. “A Taxonomy of Visualization Strate-gies for Cultural Heritage Applications”, Journal on Computing and Cultural Heritage, 3(1), 2010: 1-21. https://doi.org/10.1145/1805961.1805962
  • Garcia-Fernandez, Jorge and Leonor Medeiros. “Cultural Heritage and Communication Through Simulation Video-games—A Validation of Minecraft”, Heritage, 2(3), 2019: 2262-2274. https://doi.org/10.3390/heritage2030138
  • Halaçoğlu, Burcu Nehir. Video Oyun Evreninde Yol Bulmak: Sınıflandırma ve Türler. Ankara: Gece, 2020.
  • Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. London: Paladin, 1970.
  • Jolles, Carol Zane. “Iñupiaq Society and Gender Relations”, Circumpolar Lives and Livelihood: A Comparative Ethnoarchaeology of Gender and Subsistence. (Eds.: Robert Jarvenpa and Hetty Jo Brumbach) Lincoln, USA: University of Nebraska Press, 2006: 238-262.
  • Kim, Seulah, Dong-uk Im, Jongoh Lee and Heejae Choi. “Utility of Digital Technologies for the Sustainability of Intangible Cultural Heritage (ICH) in Korea”, Sustainability, 11(21), 2019: 6117. https://doi.org/10.3390/su11216117
  • Kozinets, Robert. “Click to Connect: Netnography and Tribal Advertising”, Journal of Advertising Research, 46(3), 2006: 279-288.
  • Kozinets, Robert V. Netnography: Doing Ethnographic Research Online. London: Sage, 2010.
  • Kõiva, Mare ve Liisa Vesik. “21. Yüzyıl Başında Çağdaş Halk Bilimi, İnternet ve Toplumlar”, Uygulamalı Halk-bilimi. Trans.: Emine Çakır. (Eds.: M. Öcal Oğuz et al.) Ankara: Geleneksel Yayınları, 2014: 182-194.
  • Linderoth, Jonas. “Creating Stories for a Composite Form: Video Game Design as Frame Orchestration”, Journal of Gaming and Virtual Worlds, 7(3), 2015: 279-298. https://doi.org/10.1386/jgvw.7.3.279_1
  • Longboat, Maize. “Reset and Redefine: Never Alone (Kisima Ingitchuna) and the Rise of Indigenous Games”, Transmotion, 3(1), 2017: 179-180. Available online: https://journals.kent.ac.uk/index.php/transmotion/article/view/245/1014
  • Majewski, Jakub. “The Potential for Modding Communities in Cultural Heritage”, The Interactive Past: Archaeolo-gy, Heritage & Video Games. (Eds.: Angus A.A. Mol et al.) Leiden: Sidestone, 2017: 185-206.
  • Mortara, Michela, Chiara Eva Catalano, Francesco Bellotti, Giusy Fiucci, Minica Houry-Panchetti and Panagiotis Petridis. “Learning Cultural Heritage by Serious Games”, Journal of Cultural Heritage, 15, 2014: 318-325. https://doi.org/10.1016/j.culher.2013.04.004
  • Parkin, Simon. “Never Alone: Could a Video Game Help to Preserve Inuit Culture?” (17 November 2014) 15 January 2024. <https://www.newyorker.com/tech/annals-of-technology/never-alone-video-game-help-preserve-inuit-culture>
  • Parkinson, Hannah Jane. “Alaska's Indigenous Game Never Alone Teaches Co-Operation Through Stories” (29 September 2014) 15 January 2024. <https://www.theguardian.com/technology/2014/sep/29/never-alone-alaskas-indigenous-game-never-alone-teaches-cooperation-through-stories>
  • Pyae, Aung. “Understanding the Role of Culture and Cultural Attributes in Digital Game Localization”, Entertain-ment Computing, 26, 2018: 105-116. https://doi.org/10.1016/j.entcom.2018.02.004
  • Ralph, Paul and Kafui Monu. “Toward a Unified Theory of Digital Games”, The Computer Games Journal, 4, 2015: 81-100. https://doi.org/10.1007/s40869-015-0007-7
  • Ryan, Marie-Laure. “From Narrative Games to Playable Stories: Towards a Poetics of Interactive Narrative”, Story-worlds: A Journal of Narrative Studies, 1(1), 2009: 43–59.
  • Sakakibara, Chie. “"Our Home Is Drowning": Iñupiat Storytelling and Climate Change in Point Hope, Alaska”, Geographical Review, 98(4), 2008: 456–475.
  • Sarpkaya, Seçkin. “Dijital Oyun/Video Oyunu Folkloru Üzerine Bir Yöntem Denemesi”, Uluslararası Halkbilimi Araştırmaları Dergisi, 6, 2021: 155-172. Available: https://dergipark.org.tr/tr/pub/uhad/issue/62633/902469
  • Suri, Harsh. “Purposeful Sampling in Qualitative Research Synthesis”, Qualitative Research Journal, 11(2), 2011: 63-75. https://doi.org/10.3316/QRJ1102063
  • Vajda, András. 2015. “Folk Culture on the Internet: Use, Context, and Function”, Acta Universitatis Sapientiae, Communicatio, 2(2), 2015: 7–45. Available: https://real.mtak.hu/40685/
  • Wang, Xumin. The Effect of Mobile Serious Games on Learning Intangible Cultural Heritage. Unpublished Mas-ter’s Thesis. York, UK: University of York, 2021. Available online: https://etheses.whiterose.ac.uk/29217/1/Xumin%20Wang_202057443_Thesis.pdf
  • Williams, Peter Keough. An Analysis of the Ethnographic Significance of the Iñupiaq Video Game Never Alone (Kisima Ingitchuna). Unpublished Master’s Thesis. Florida, USA: Florida State University, 2018. Available online: https://diginole.lib.fsu.edu/islandora/object/fsu:653531/datastream/PDF/download
  • Wordsworth, Rich. “Never Alone: A Brave New Video Game Mythology” (27 July 2016) 1 May 2024. <https://www.redbull.com/int-en/never-alone-a-brave-new-videogame-mythology>
There are 43 citations in total.

Details

Primary Language English
Subjects Cultural Studies (Other)
Journal Section RESEARCH ARTICLES
Authors

Fuat Boğaç Evren 0000-0003-1325-3878

Publication Date June 11, 2025
Submission Date January 31, 2024
Acceptance Date February 25, 2025
Published in Issue Year 2025 Volume: 19 Issue: 146

Cite

MLA Evren, Fuat Boğaç. “Digital Game Narratives As Living Culture: Never Alone”. Milli Folklor, vol. 19, no. 146, 2025, pp. 88-99, doi:10.58242/millifolklor.1429467.

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