Unveiling Legends: A Journey through Cultural Folklore

  • Denise Q. M. Teixeira UNIFOR
  • João Victor L. de Moraes UNIFOR
  • Davi R. de O. Camara UNIFOR
  • Gabriel C. da Silva Abbud UNIFOR
  • Thiago Narak C. de Oliveira UNIFOR
  • Maria Andréia F. Rodrigues UNIFOR


This paper presents “Caturama,” a serious game prototype crafted for educators, students and proponents of cultural heritage preservation. Designed to immerse players in the rich folklore of the Brazilian Amazon’s indigenous tribes, its conception was guided by twin goals: authenticity in visual and narrative representation and engaging user experience. Drawing inspiration from three iconic legends of the region, Caturama seeks to bridge the gap between the modern world and ancient traditions. Detailed within are the design principles, developmental methodologies, and user feedback analytics. With a favourable Net Promoter Score of +70, it underscores the game’s appeal and its potential as an educational medium for fostering cultural understanding and preservation.

Palavras-chave: serious game, folklore legends, cultural heritage


Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., and De Freitas, S. (2010). Developing serious games for cultural heritage: A state-of-the-art review. Virtual Reality, 14:255–275.

Barbosa, R. G. and Rodrigues, M. A. F. (2006). Supporting guided navigation in mobile virtual environments. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology, pages 220–226.

Carvalho, L., Barone, D., Bercht, M., Prendinger, H., Timm, A., and Moura, I. C. (2015). Teaching Brazilian folklore through videogames: A way to motivate students. In Proceedings of the 2015 Conferência Internacional em Informatica na Educaçao, pages 385–396.

Cascudo, L. d. C. (2015). Lendas Brasileiras. Global Editora e Distribuidora Ltda.

Cook, D. A., Beckman, T. J., Thomas, K. G., and Thompson, W. G. (2009). Measuring motivational characteristics of courses: Applying Keller’s instructional materials motivation survey to a web-based course. Academic Medicine, 84(11):1505–1509.

de Macedo, D. V. and Rodrigues, M. A. F. (2011). Experiences with rapid mobile game development using Unity engine. Computers in Entertainment, 9:14:1–14:12. DOI: 10.1145/2027456.2027460.

de Oliveira, A. F., Rodrigues, M. A. F., and Ribeiro, I. M. P. (2022). A methodology to promote deleterious oral habit change through an educational and fun game. Interacçoes, 18(63):47–76.

Domingues, J. E. (2022). Seres do folclore brasileiro. Digital. [link].

Duaik, P., Duaik, R., Morais, R., and Ottoni, V. (2014). Aritana e a Pena da Harpia. Digital. [link].

Franqueira, P. H. (2023). Tropicalia. Digital. [link].

Gunter, G. A., Kenny, R. F., and Vick, E. H. (2008). Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research and Development, 56:511–537.

Junior, G. F., Cancillier, S. G., and et al. (2020). Protótipo do jogo educativo 2D: Folcjapu, sobre folclore brasileiro “Lenda do Japuaçu”, utilizando metodologia RETAIN. Informática na Educação: Teoria & Prática, 23.

Junior, J. D. A. L., Rodrigues, M. A. F., and Hammer, J. (2021). A storytelling game to foster empathy and connect emotionally with breast cancer journeys. In Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health (SeGAH), pages 1–8.

KaioGx (2023). Lendas. Digital. [link].

Malone, T. (1981). What makes computer games fun? In Proceedings of the Joint Conference on Easier and More Productive Use of Computer Systems (Part-II): Human Interface and the User Interface-Volume 1981, page 143.

Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1):5–31.

Reichheld, F. (2006). The ultimate question: Driving good profits and true growth. Boston, MA.

Rodrigues, M. A. F., de Oliveira, T. R., de Figueiredo, D. L., Neto, E. O. M., Akao, A. A., de Lima, G. H., Silva, V. L., and Karl, A. L. (2022). An interactive story decision-making game for mental health awareness. In 2022 IEEE 10th International Conference on Serious Games and Applications for Health (SeGAH), pages 1–8. IEEE.

Schell, J. (2008). The Art of Game Design: A Book of Lenses. CRC press.

Serpa, Y. R., Nogueira, M. B., Rocha, H., Macedo, D. V., and Rodrigues, M. A. F. (2020). An interactive simulation-based game of a manufacturing process in heavy industry. Entertainment Computing, 34:100343.

Serpa, Y. R. and Rodrigues, M. A. F. (2020). Broadmark: A testing framework for broad-phase collision detection algorithms.In Computer Graphics Forum, volume 39, pages 436–449. Wiley Online Library.

Spielberger, C. D. and Starr, L. M. (2012). Curiosity and exploratory behavior. In Motivation: Theory and research, pages 231–254. Routledge.

Unique (2018). Guerreiros folcloricos. Digital. [link].

Vogler, C. (1985). A practical guide to Joseph Campbell’s the hero with a thousand faces. Hero’s Journey.
TEIXEIRA, Denise Q. M.; MORAES, João Victor L. de; CAMARA, Davi R. de O.; ABBUD, Gabriel C. da Silva; OLIVEIRA, Thiago Narak C. de; RODRIGUES, Maria Andréia F.. Unveiling Legends: A Journey through Cultural Folklore. In: TRILHA DE CULTURA – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 22. , 2023, Rio Grande/RS. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 . p. 310-319. DOI: https://doi.org/10.5753/sbgames_estendido.2023.233576.