1 free read left. Create a free account for unlimited reading + AI research.
Create free accountArticle
European Conference on Games Based Learning (ECGBL)
The paper argues that interactive narrative games function as a technology of cultural sustainability and social innovation, not merely as a representational strategy. It proposes they can complement museums, archives, and oral traditions.
This paper examines four narrative-driven video games as vehicles for producing, mediating, and transmitting cultural memory: Last Days of Lazarus, Sea of Solitude, Season: A Letter to the Future, and Black The Fall. The titles span distinct remembrance modes, from post-communist Romanian history and folklore to personal emotional experience and speculative, future-oriented storytelling. The authors argue that interactive narrative functions not only as a representational strategy but as a technology of cultural sustainability and social innovation. The analysis is organized around the T.R.E.E.S. framework (Tourism, Responsibility, Exploration, Environment, and Story), applied to each game in turn, and it draws on published reviews, developer statements, and prior scholarship rather than primary player research or survey data, with no ethics clearance required.
Across the case studies, the paper finds that each game encodes cultural knowledge in distinctive ways. Last Days of Lazarus is presented as a digital time capsule, with its recreated Romanian locales, Orthodox iconography, and folkloric motifs preserving elements of intangible heritage. Sea of Solitude uses a symbolic, flooded Berlin and the transformation of its characters into monsters to communicate mental health struggles, and the paper notes reports that some players sought therapy after playing. Season casts the player as an archivist documenting a dying world, positioning players as curators who must choose what to preserve. Black The Fall draws directly on the iconography and oppression of Ceaușescu-era Romania, turning developer memory of the 1989 revolution into a playable warning about totalitarianism.
The paper concludes that narrative games can complement museums, archives, and oral traditions by fostering cultural empathy through embodied, interactive experience. Its evidence base is qualitative and interpretive, drawing largely on critical reception, which limits generalizability; the authors do not measure player outcomes directly.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026