The Beep Moot is a digital story about a family and the apps they use (or more correctly, about the apps which use them). The family likes to get out and about: play sport, eat fish and chips, go to the supermarket, and out for bush walks. Butting into these family moments, however, are a bunch of intrusive interrupters – the beeping and buzzing sounds of Mum and Dad’s app notifications drawing attention away from “the stuff which makes life bright.”

The digital story contends with our switched on, 24/7 connected society – our need to get the latest news, update, or comment pushed to our phones the moment it occurs, and the effect this is having on special moments and interactions in real life. It’s about how our abundant access to information through technology offers the potential for distraction if not managed correctly (Felt & Robb, 2016).

At the international school I currently teach at students begin a 1:1 MacBook programme in Grade 5 and many students begin to get smartphones a lot earlier. It’s a time when students begin to build patterns of technology usage, for better or worse, and a time when many parents begin struggling with technology usage, norms, and rules with their children at home. The Beep Moot was written and designed with this need in mind. So while Grade four and five students are the primary intended audience, parents, and the wider school community are considered here too.

The Beep Moot has the intended purpose of encouraging students (and parents) to consider and reflect – that through reading about this particular family and their struggles with technology interruption they will be able to consider their own technology usage patterns, the effect this can have on people around them, and how to gain a healthy balance and equilibrium.

As an International Baccalaureate Primary Years Programme school, learning experiences revolve around enhancing conceptual understandings of big, thematic central ideas. One such central idea which Grade 4 and 5 students explore is “A Digital Citizen is aware of the rights, responsibilities, and opportunities of living and learning in an interconnected digital world.” Students explore the key concepts of Form – what is a digital citizen, and Responsibility – what responsibility do I have, to myself and others, to enact effective digital citizenship. The Beep Moot will integrate into this unit of inquiry as a reading resource for students and teachers to unpack and tease out the variables together (Guernsey, 2011), exploring the subject area of digital citizenship and the Learner Profile elements of Balanced and Reflective (International Baccalaureate Organisation, 2013).

The Beep Moot was written and designed not only with these curriculum needs in mind but also the particular learning needs of the students. Being an International School there is a diverse range of students from many different cultures and backgrounds with differing levels of English. In each class are native English speakers and “Phase 1” ESOL learners. For this reason, The Beep Moot contains a narration track as well as the written text which aids comprehension (Lamb, 2011). It contains bright images, recognisable social media icons, and speech placed at jaunty angles which builds non-textual understanding of the content. The story is not too long, contains situations and places which children will relate to, and humorous phrases and names of the apps.

The ability to tie the subject area, intended purpose, and audience needs together arose via the author, illustrator and designer being the same person. This is important to note, as many existing stories often get ported over to digital in ways, and with features, the original author might not have included; features which don’t have a goodness of fit, or can distract or impede the intended meaning of the story (Roskos et al. 2014).

The digital story has been published on YouTube. This allows a reader to mute the narration if they wish, pause on particular pages, and skip to certain pages. It also allows viewers to leave comments, extending the world of the story into a social network others can participate in and contribute to (Serafini, 2013) and share the story with other interested parties such as friends and family members. YouTube is a website and app available across all major device platforms and operating systems. The story is free to distribute, making it a valuable resource for children, parents, and community members.

The Beep Moot has been influenced by a number of interactive storytelling apps, namely those from developer Slap Happy Larry – The Artefacts, Hilda Bewildered, and Midnight Feast. These illustrated digital short stories can be enjoyed at a surface level, as a bit of entertaining fun, or examined in closer detail to reveal important ideas and messages. The same is true of The Beep Moot. Other influences are the Hairy MacLary series of digital storybook apps for their rhyming scheme, and the Dr Seuss series by Oceanhouse Media for their sense of whimsy and fun.

Check out The Beep Moot embedded below and please visit the YouTube page to add your thoughts and comments.

References

Felt, L. J. & Robb, M. B. (2016). Technology addiction: Concern, controversy, and finding balance. San Francisco, CA: Common Sense Media.

Guernsey, L. (2011). Are ebooks any good? Retrieved from http://www.slj.com/2011/06/books-media/ebooks/are-ebooks-any-good/#_

International Baccalaureate Organisation. (2013). IB Learner Profile. Retrieved from http://www.ibo.org/contentassets/fd82f70643ef4086b7d3f292cc214962/learner-profile-en.pdf

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17.

Roskos, K., Burstein, K., Yi Shang, Gray, E. (2014). Young children’s engagement with e-books at school: Does device matter? SAGE Open, 4(1).

Serafini, F. (2013). Reading Workshop 2.0. Reading Teacher, 66(5), 401-404.

When does a book become an ebook? When does an ebook become an interactive storytelling app? When does an interactive storytelling app become a digital game? The reality is, its hard to tell a lot of the time. The ever growing confluence of media forms and literature has muddied the waters. Between every concrete example of one of the above literary categories exist a myriad vagaries: transmedia, no media, participatory, agentic, emergent, haptic. Storytelling is experiencing a revolution just as impactful as when moveable type changed the world (Cull, 2011) – a revolution reflective of the shifts evident in greater society where digital creativity is flourishing amid technological advancement, an increasingly participatory culture, and complex networks of information flow (Wheeler, 2015).

 

Are we losing something here though? There is something very calming, relaxing.. even homely, about sinking into a deep couch and reading chapter one of a Cracking Good Novel, feeling the spine under your fingers and hearing the papery wing flap of the pages turning. Scholars wonder the same thing – whether the bells and whistles of all this digital enhancement break the hermeneutic immersion necessary for deep, focused reading (James & de Kock, 2013; Gurnsey, 2011). The answer, again, is muddied. In many cases, a poorly designed ebook / interactive storytelling app without a goodness of fit between its visual, audio, and haptics will distract from the experience – but one which hits a sweet spot between those elements can indeed support the literacy learning and reading experience (Roskos et al. 2014). There are many, many examples of digital literature “out there” now, all falling somewhere on this spectrum of distracting to enhancing.

 

Kicking back with a good book...?

Kicking back with a good book…?

 

Personally, I’m very interested in comparing the experience of print literature versus that of a storytelling experience in a digital game, as I’m a big fan of both. Storytelling in games has been hit and miss over the years but in the past three of four, designers are finding their stride, understanding that when wrapped up in a rich story, games become much more engaging and appealing (Alderman, 2015). Many games available today offer “literacy experiences” (The Last of Us, Bastion, The Stanley Parable, Papers Please, Life is Strange, Mass Effect) the avant garde of which are using gameplay mechanics (control forms, decision making, customisation etc.) to tap into “the emotions of agency” of the player, deepening the connection to the story perhaps in a way that books and films cannot (Phillips, 2013). Digital games can make the player feel guilty, for example; the consequence of a poor choice. Games are also exploring the edges of emergent, reactive storytelling where decisions a player makes in game effects the story arc, the characters, and the environment around them.

 

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Comparing print and digital literacy experiences then, it seems digital storytelling, in its many forms, can indeed provide new and exciting ways to tell the stories we’ve always enjoyed. Research also indicates that students’ comprehension does not necessarily suffer, regardless of the format of text (Margolin et al., 2013) – what matters is the mindset a reader deploys. What schools, teachers, and parents need to contend with then is expanding the notions of what literature and reading is. There will always be classic, good old text-based books, but it’s also much more than that now in our digital environment, such as transmedia mashups of audio, written word, video, art, music, and gameplay. These are semiotic resources (Walsh, 2013); methods that authors and designers make meaning from. Reading should be thought of as the process of constructing meaning from symbols (Lamb, 2011) – so, reading any of these new digital formats can be accomplished via unpacking its semiotic resources, just as much as novel, a movie, or a piece of art. In today’s media saturated, convergent environment it’s more important than ever that students contend with these kinds of digital literature formats, these new literacy experiences, so they become armed with the tools to make sense of the mediasphere around them (Moorefield-Lang & Gavigan, 2012).

 

To walk the talk then, I’m currently planning a series of sessions with a Grade 4 class at school who are conducting a unit of inquiry on how “the values we have influence the choices we make.” Exploring the digital game Never Alone (discussed in more detail here) with these students will, I hope, help develop understandings of this concept. Initially, we will inquire into traditional Iñupiat culture via web research and key readings with the purpose of learning about traditional Iñupiat values. Jumping into the game next and learning about the challenge facing Nuna and Fox, students will record how the story and game design reflect the values of the Iñupiat. We will gather information across the mini-documentaries embedded in the game, the story plot, thematic and symbolic elements, and game design – working to read and interpret the semiotic resources available and in doing so, increase our understanding of the key concept (and enjoy a wonderful story).

 


References

 

Alderman, N. (2015). The first great works of digital literature are already being written. Retrieved from https://www.theguardian.com/technology/2015/oct/13/video-games-digital-storytelling-naomi-alderman

 

Cull, B. W. (2011). Reading revolutions: online digital text and implications for reading in academe. First Monday, 16(6). Retrieved from http://firstmonday.org/ojs/index.php/fm/article/view/3340/2985

 

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17.

 

Margolin, S.J., Driscoll, C., Toland, M.J., & Kegler, J.L. (2013). E-readers, computer screens or paper: does reading comprehension change across media platforms? Applied Cognitive Psycology, 27, 512-519.

 

Moorefield-Lang, H., & Gavigan, K. (2012). These aren’t your father’s: the new world of digital graphic novels. Knowledge Quest, 40(3), 30-35. Retrieved from http://www.ala.org/aasl/sites/ala.org.aasl/files/content/aaslpubsandjournals/knowledgequest/docs/

 

Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Taylor & Francis.

 

Walsh, M. (2013). Literature in a digital environment (Ch. 13). In L. McDonald (Ed.), A literature companion for teachers. Marrickville, NSW: Primary English Teaching Association Australia (PETAA). https://www.csu.edu.au/division/library/ereserve/pdf/walsh-m3.pdf

 

Wheeler, S. (2015). Learning with ‘e’s. Crown House Publishing.

Sitting mysteriously in the centre of The Artifacts title screen is an open cardboard box. A reader might assume, at this stage, that the box is for “the artifacts” whatever they may be. Some kind of storage. As whimsical instrumentation plays in the background, a 19th/20th century musical box tune, you might be considering the contents of the box, or the other selectable options (sound effect toggle, narration, page selection, author information). Or your finger might touch the box, accidentally, or with curious intent, and discover that with each tap a different symbol floats upwards and out – currency, mathematical, Greek, and zodiac symbols. It hints at deeper, more complex themes, and it’s at this point that The Artifacts, an interactive storytelling app (Lamb, 2011) first released in 2012 by Lynley Stace (author and illustrator) and Dan Hare (programmer) of Slap Happy Larry, begins to weave its magic – and it’s much more than meets the eye.

 

The protagonist of the story is Asaf, a twelve, going on thirteen year old boy from suburbia who loves to collect all kinds of “bagatelles, baubles, gewgaws and gimmicks”. His parents don’t share his passion however, and one day after school, Asaf comes home and is greeted with an empty room, his precious things discarded carelessly and the family ships off to a new house where he is under strict conditions not to clutter his room anymore. The story content and its themes are quite sophisticated: the leaving behind of childish things, isolation, alienation, transition, and eventually a celebration of an active, creative mind. The illustrations range from lush and dreamy to stark and minimalist, depending on Asaf’s mood. Colour symbolism is used with effect throughout – warm colours in the beginning to cold greys and blues after Asaf moves house. There is much here for older readers to examine, unlock, and reflect on.

 

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While the style of writing is rather minimalist, the digital affordances present in The Artifacts serve the expression and imagery, evoking rich sensibilities and emotions, extending the story experience rather than derailing the act of reading (Guernsey, 2011). While the story is narrated in a flat Australian accent, endowing the story with a sense of sobriety, the real story here are the interactive, haptic elements of the pages. Readers tap, rub, lead, find, watch, tilt, and add to the rich illustrations as they traverse the story experience. Making precious artifacts appear, and keep appearing, more and more, until every spare scrap of room real estate is taken up really drives the idea home that Asaf loves his collections. Tapping into existence dialogue, particularly the forceful gone, gone, gone Asaf’s parents dole out, swiping the condensation from the mirror to reveal a reflective Asaf staring at himself, or collecting effervescent firefly thoughts in an empty lightbulb really deepen the connection a reader has with the story. Not all of these haptic enhancements are obvious – readers need to hunt for them, to test and try, giving the experience an exploratory quality which adds a more active, participatory dimension. The soundtrack, story, illustrations and haptic enhancements combine to create a temporal contiguity, with the effect of making the text more real and more meaningful (Roskos et al., 2014), particularly for younger readers.

 

Firefly thoughts coalesce and disperse, like all ideas do

Firefly thoughts coalesce and disperse, like all ideas do

 

The Artifacts is currently $2.99 (NZD) exclusively in Apple’s App Store, restricting the access of the story to particular devices and to schools with available budget. The main splash screen offers options to tailor the in-line experience, increasing usability and accessibility by toggling sound effects options and narration on or off, and allowing a page selection feature for non-linear navigation – important for readers who wish to retain agency over the reading experience (James & de Kock, 2013). In a noble tilt towards the over-commercialised state of similar children’s apps (easy links to in-app purchases, similar products etc), Slap Harry Larry state they will never advertise other products in their apps – that young readers deserve immersive reading experiences which don’t pull them away from the app and into the commercial side of the internet (Slap Happy Larry, 2016).

 

The iTunes description for The Artifacts states the interactive storytelling app is appropriate for ages four to twelve, and while on a surface level, certainly younger children will enjoy a funny story about a boy with a big imagination who likes collecting things, making caterpillars munch on leaves, little dogs bark, and shooing away shadows. In many respects though, The Artifacts is a mature exploration of teenage alienation, emotion, and transition, and would appeal to children much older, perhaps giving these older students permission to access their inner lives, imagination, and help them understand their place in the world (Conley, 2012). From the information menu on the front screen is linked a very helpful Teacher Notes document, which details thematic and symbolic meaning in the story, key questions teachers can pose students, and other post-reading activities. Alignment to the curriculum can be achieved at many different levels with a skilled teacher able to “tease out the variables” (Gurnsey, 2011).

 

The Artifacts is a versatile, high quality interactive story app which leverages the haptic and digital affordances of modern tablets to appeal as much to childish whimsy as to deeper themes of loss, alienation, and transition.

 


References

 

Conley, Susan (2012). The Power Of Story. Retrieved from https://www.youtube.com/watch?v=jkqb6uDRNQs

 

Guernsey, L. (2011). Are ebooks any good? Retrieved from http://www.slj.com/2011/06/books-media/ebooks/are-ebooks-any-good/#_

 

James, R. & de Kock, L. (2013). The digital David and the Gutenberg Goliath: The rise of the ‘enhanced’ e-book. English Academy Review: Southern African Journal of English Studies, 30(1).

 

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17.

 

Roskos, K., Burstein, K., Yi Shang, Gray, E. (2014). Young children’s engagement with e-books at school: Does device matter? SAGE Open, 4(1).

 

Slap Happy Larry. (2016). The Artifacts [website] Retrieved from http://www.slaphappylarry.com/story-apps/about-the-artifacts/

On August 15th, 2012, a six-wheeled remotely operated rover named Curiosity touched down on Mars. In “The Martian Diaries: What if the Curiosity rover kept a scrapbook?” authored and designed by ScienceNews, a non-profit organisation dedicated to public engagement in scientific research and education, the Curiosity rover’s scientific discoveries are presented in a form of multimedia journalism and fictive “first person” accounts from Curiosity. The Martian Diaries are an example of a growing genre of immersive multimedia journalism, where non-fiction facts, first-person accounts, and news are presented in multimodal formats which are engaging readers in new experiences (Silvia & Anzur, 2011).

 

The Martian Diaries are a ‘scrapbook’ of entries chronicling the Curiosity rover’s work on Mars. While the story content is itself exciting and interesting – it presents scientific material on the forefront of human exploration and discovery – the real magic here is that the story unfolds via the Curiosity rover itself, endowed with an anthropomorphic, jaunty 21st Century colloquial voice. The language used is playful and memetic, couching the scientific jargon in an accessible, interesting form. The story of Curiosity unfolds much like that of a classic adventure story: Curiosity is scared at the start of the adventure, and people worry about it back home, but nevertheless it sets off on its epic journey towards the “tall and rough” Mount Sharp in the distance, numerous adventures and missteps between itself and the goal. Chronicle entries along the way expand on these adventures: detailing new finds (evidence of past water), problems (radiation levels), potential uses for the discoveries, detecting organics, and signs that Mars might be habitable. Curiosity remediates pop culture (Allen, 2001); song lyrics and phrases from classic novels along the way, creates new language (yestersol, rather than yesterday) and even bemoans the lack of an iPhone to take a good selfie. These elements make Curiosity relatable, creating an emotional attachment and engaging the reader in a scientific story which may have otherwise been presented as a sterile, technical report.

 

Curiosity rover sets off on the big adventure

Curiosity rover sets off on the big adventure

 

The digital affordances of the medium are well leveraged. Each entry contains a transmedia mixture of multimodal features: images taken from the Curiosity, panoramas, slideshows, videos, links to the official NASA press releases, maps, diagrams, computer generated predictions, and explanatory animated gifs. These serve to illustrate and extend the scientific concepts introduced in the accompanying story. Most significantly however, the Curiosity rover shows it is a skilled and literate member of online 21st Century life by having an active Twitter profile. As Curiosity was “doing cool science” on Mars, NASA was tweeting in real time as the rover, and select tweets are embedded in the beginning of each chronicle entry. The statistics on the tweets are astounding – some have over 8000 retweets and 5000 likes, showing the extent to which interested public participated in this first-person pseudo-narrative. Readers here are positioned not just as passive consumers but active participants in the journalism, co-creating the story as it emerges (Lorenzo, Oblinger, & Dziuban, 2007; Van Dijck, 2009). The Curiosity rover replied to tweets at the time and is in fact still tweeting, you can “follow” the account to catch updates, and read the replies of others to the Curiosity, discovering a deeper range of perspective and opinion (Serafini, 2013).

 

https://twitter.com/MarsCuriosity/status/232348380431544320?ref_src=twsrc%5Etfw

Curiosity tweets its landing, garnering nearly 65,000 retweets

 

The Martian Diaries is housed on an open-access website, so in terms of usability and accessibility all that’s required is an internet connection and a browser. No advertisements or distractions appear, which can often plague online reading (Liu, 2005). The chronicle entries consist of simple, centrally laid out elements which are easy to navigate. Upon loading a reader is greeted with a full-page image of the Curiosity rover looking at you with two quizzically mechanical eyes reminiscent of Pixar’s Wall-E; the design choice here immediately building empathy and relationship with the Curiosity character. A helpful menu floats at the top of the screen, staying in place as you scroll down from which you can select the different chronicle entries. This allows flexibility and a non-linear means of accessing the content if a reader wishes, an important feature to have available in digital environments (Liu, 2005).

 

In terms of alignment to the curriculum, The Martian Diaries could be used as an information resource if students are inquiring into explorations, technical advancement and robotics, human futures, or scientific concepts such as geology, radiation, atmosphere, molecules, chemicals, or minerals. More generally, The Martian Diaries is an example of immersive multimedia journalism, and could be explored and studied as an transmedia artifact (Lamb, 2011). Some key questions might be: how well does the integration of different multimodal elements work? What affordances does the Twitter integration create? How is the “scientific load” softened? How is reader given flexibility and choice?

 

Of course, overall, The Martian Diaries can be enjoyed for it’s own sake – as an exciting piece of multimedia journalism about discovery and exploration.

 


References

 

Allen, N. (2001). Telling our stories in new ways. Retrieved from http://williamwolff.org/wp-content/uploads/2008/02/allen-cc-2001-review.pdf

 

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17.

 

Lorenzo, G., Oblinger, D., & Dziuban, C. (2007). How choice, co-creation, and culture are changing what it means to be net savvy. Educause Quarterly, 30(1), 6.

 

Serafini, F. (2013). Reading Workshop 2.0. Reading Teacher, 66(5), 401-404.

 

Silvia, T., & Anzur, T. (2011). Power performance: multimedia storytelling for journalism and public relations. John Wiley & Sons.

 

Van Dijck, J. (2009). Users like you? Theorizing agency in user-generated content. Media, culture, and society, 31(1), 41.

 

Ziming Liu, (2005) Reading behavior in the digital environment: Changes in reading behavior over the past ten years. Journal of Documentation, 61(6), 700 – 712.

Never Alone, by Upper One Games in collaboration with the Cook Inlet Tribal Council and E-Line Media, is a ‘side-scrolling’ digital game. It’s unique in that it was developed in partnership with the Iñupiat, an Alaska Native people, who seized an opportunity to deploy the medium of digital games to preserve and explore their traditional values, share stories of native Alaskan folklore, and revitalise interest in Iñupiat culture (de Matos, 2014). Upper One Games state Never Alone is part of a new genre, “World Games”. Other pundits have called the game an “interactive piece of folklore” (Starkey, 2014) and a “playable fable” (Narcisse, 2014). Overarching these labels, Never Alone, sits under the broader umbrella of electronic game narrative (Unsworth, 2006).

 

Due to the collaboration with the Iñupiat the story content of Never Alone is authentic and compelling. You play as Nuna, a young Iñupiat girl and her animal companion Fox. A blizzard has decimated their village leaving starvation and destruction in its wake, and the duo set out to find the source of the blizzard. As you control Nuna and Fox through the various scenarios, an age-old Iñupiat voice narrates the action, while a translation in English rolls across the top of the screen. In addition, as you traverse the arctic environment, players unlock “cultural insights” in the form of mini-documentaries – real life interviews and footage of different aspects of Iñupiat life and culture which expand on the themes explored in-game. The story of Never Alone is dispersed evenly throughout the narration, cultural insights, animated cutscenes, and gameplay scenarios (Unsworth, 2006).

 

Together, Nuna and Fox traverse the harsh arctic environment

 

The digital affordances of the game medium in Never Alone enhance the story’s themes. Nuna and Fox each have unique abilities. Fox can crawl under small areas, climb up walls, and jump high. Nuna can throw her bola (a many-tasseled projectile used for traditional hunting), move heavy objects, and climb ropes and ladders. Players can switch between either character depending on the type of obstacle faced. You cannot succeed by simply using one character. This relationship embodies the theme of interconnectedness which the Iñupiat so valued – the interconnectedness of the people, the land, and the creatures who inhabit it. Further gameplay elements add to the diegesis: erratic blizzard winds can knock players off icy cliffs if not reacted too at the right time and ghostly Aurora Borealis phantasms can reach down and snatch the life from you, reflecting the dangerous weather conditions Iñupiat had to be weary of on a daily basis. In addition to these gameplay elements, inky animated “scrimshaw” illustrations of traditional Iñupiat artwork act as cutscenes which advance the narrative between chapters and a soundtrack of eerie and atmospheric music adds a sense of suspense and adventure to the unfolding story. When digital affordances such as these mix with a wonderful story, it creates a synergistic experience more than the sum of its parts (Yakota & Teale, 2014), and Never Alone certainly qualifies as an example of this.

 

Between chapters, traditionally illustrated cut-scenes advance the narrative

 

In terms of usability and accessibility, Never Alone is available on a great many platforms. The game offers support for 17 different languages, is updated across these different platforms regularly, and has an online customer support portal with frequently asked questions and help ticket submission. In game, the controls are customisable – players are able to change the sensitivity and layout, and the menu contains quick access to cultural insights, previous chapters, and game settings. On the downside, the game will stretch the processors of even the newest tablets, creating heat and draining the battery considerably. In terms of gameplay, while Nuna and Fox are generally “smart” when not being actively controlled, the characters can sometimes become stuck on random objects, breaking the immersion of the story and causing frustration.

 

Never Alone presents many opportunities when considering alignment to the curriculum – the key though, of course, is making sure students activate thinking and the teacher promotes comprehension (Lamb, 2011). Digital games, perhaps more than any other medium can captivate and engage a student so they get caught up in the game elements rather than taking time to consider and reflect. Unsworth believes relating game activities to literary aspects is one way to begin unpacking a game’s narrative, it’s themes and messages, just as you would a novel (2006). Never Alone can also be used to explore concepts of values, culture, and interconnectedness; as a primary resource for learning about traditional Alaskan culture (Fuhler, 2010); and as an example of cultural preservation and new forms of oral or traditional storytelling.

 

Mini-documentaries called “Cultural Insights” extend the learning

 

Never Alone’s story and design reflects Iñupiat values and principles: interconnectedness, coexistence, community, communal stories, respect for nature and one’s elders, and binding together to achieve impossible tasks. It is a rich, unique transmedia digital game created to share, celebrate and extend traditional Iñupiat culture. It powerfully leverages the affordances of the digital game medium to disperse a literacy experience across a rich transmedia environment.

 


References

 

Fuhler, C. J. (2010). Using primary-source documents and digital storytelling as a catalyst for writing historical fiction in the fourth grade (Ch. 11). In B. Moss, & D. Lapp (Eds.), Teaching new literacies in grades 4-6: Resources for 21st-century classrooms (pp. 136-150). New York, NY: Guilford Press.

 

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17.

 

de Matos, X. (2014) Sharing legends with the world in Never Alone, a game inspired by Alaskan Native communities. Retrieved from https://www.engadget.com/2014/03/19/sharing-legends-with-the-world-in-never-alone-a-game-inspired-b/

 

Narcisse, E. (2014). Never Alone: The Kotaku Review. Retrieved from http://kotaku.com/never-alone-the-kotaku-review-1659789150

 

Starkey, D. (2014) Never Alone Review. Retrieved from http://www.eurogamer.net/articles/2014-11-20-never-alone

 

Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Taylor & Francis.

 

Yokota, J. & Teale, W. H. (2014). Picture books and the digital world: educators making informed choices. The Reading Teacher, 34(6).