{"id":902,"date":"2026-02-06T11:02:30","date_gmt":"2026-02-06T09:02:30","guid":{"rendered":"https:\/\/pelikasvatus.fi\/?p=902"},"modified":"2026-02-06T11:09:59","modified_gmt":"2026-02-06T09:09:59","slug":"saamelaispelien-kasvatuksellinen-vahvuus","status":"publish","type":"post","link":"https:\/\/pelikasvatus.fi\/en\/saamelaispelien-kasvatuksellinen-vahvuus\/","title":{"rendered":"The game culture strategy supports the educational strength of S\u00e1mi games"},"content":{"rendered":"<p><strong>This text examines how a game culture strategy can support and promote S\u00e1mi game culture. A game culture strategy plays a key role in advancing diversity and inclusion, and it is essential that the specific needs of the S\u00e1mi people are considered.<\/strong><\/p>\n<p><span style=\"font-weight: 400;\">Most existing S\u00e1mi games have been developed for educational purposes. In Finland, three S\u00e1mi languages are spoken, each of which is endangered. Games play a significant role in language revitalization, and the number of game projects is increasing. For example, <\/span><a href=\"https:\/\/www.interregaurora.eu\/approved-projects\/lohkanlihkku\/\"><span style=\"font-weight: 400;\">the Lohkanlihkku project<\/span><\/a><span style=\"font-weight: 400;\">, run by the University of Lapland, Ume\u00e5 University, the University of Jyv\u00e4skyl\u00e4 and the S\u00e1mi University of Applied Sciences, is developing a S\u00e1mi-language version of the reading game Lukukupla, based on Ekapeli, in five S\u00e1mi languages.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The emphasis on education in S\u00e1mi games is no coincidence. The S\u00e1mi have been subjected to assimilation policies that have affected their culture. Attempts have even been made to eliminate games: for instance, <\/span><a href=\"https:\/\/en.wikipedia.org\/wiki\/S%C3%A1hkku\"><span style=\"font-weight: 400;\">the S\u00e1hkku board game<\/span><\/a><span style=\"font-weight: 400;\"> was banned by the church as \u201cthe devil\u2019s game\u201d because it was seen as containing pre-Christian nature worship (Borvo 2001). Prohibiting the game was therefore an attempt to prohibit S\u00e1mi identity itself.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Today, games also serve to connect S\u00e1mi communities digitally. Open-world games such as SecondLife and Minecraft provide arenas for language revitalization without the need to build a game or a platform from scratch. <\/span><a href=\"https:\/\/yle.fi\/a\/3-11425080\"><span style=\"font-weight: 400;\">Minecraft was translated into North S\u00e1mi by a volunteer<\/span><\/a><span style=\"font-weight: 400;\"> in 2020, and since then there have been <\/span><a href=\"https:\/\/www.facebook.com\/Giellavahkku\/videos\/3417136418368377\"><span style=\"font-weight: 400;\">game streams in North S\u00e1mi<\/span><\/a><span style=\"font-weight: 400;\"> as well as a rise in <\/span><a href=\"https:\/\/www.utsjoki.fi\/news-article\/samegielat-minecraft-riekkis-5-9-luohkkalaccaide-ohcejogas-duorastagaid-dmu-16-30-18-00-nuoraidsadji-worttis\/\"><span style=\"font-weight: 400;\">Minecraft clubs.<\/span><\/a><span style=\"font-weight: 400;\"> The activities often transcend borders: for example, <\/span><a href=\"https:\/\/www.utsjoki.fi\/project-article\/deanuleagis-samastit-hanke\/\"><span style=\"font-weight: 400;\">the <\/span><i><span style=\"font-weight: 400;\">Deanuleagis s\u00e1m\u00e1stit<\/span><\/i><span style=\"font-weight: 400;\"> project<\/span><\/a><span style=\"font-weight: 400;\"> organised a North S\u00e1mi Minecraft club that brought together S\u00e1mi children and young people from the Teno Valley in both Finland and Norway. The gaming communities connect, for instance, through Discord or IP calls. Minecraft also includes a virtual version of <\/span><a href=\"https:\/\/skole.skogliv.no\/kart\/sametinget\"><span style=\"font-weight: 400;\">the Norwegian S\u00e1mi Parliament<\/span><\/a><span style=\"font-weight: 400;\">, developed as a learning environment in collaboration between the University of Agder and S\u00e1mi Allaskuvla.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">S\u00e1mi gaming has a strong international reputation among Indigenous game developers. Video games developed by Indigenous peoples have been on the rise globally for some time. In the commercial sector, <\/span><i><span style=\"font-weight: 400;\">Sk\u00e1bma \u2013 Snowfall<\/span><\/i><span style=\"font-weight: 400;\"> (Red Stage Entertainment) was awarded the prize for Best Nordic Game at the Nordic Game Awards in 2022. The noaidi girl Raana, developed by Miksapix Interactive and Red Stage, has already appeared in seven episodes on mobile platforms.<\/span><\/p>\n<p><b>What should a game culture strategy consider regarding the S\u00e1mi?<\/b><b><br \/>\n<\/b><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\">The strategy should start by recognizing the existence of S\u00e1mi culture and promote the use and visibility of S\u00e1mi languages. At the same time as the role of games within S\u00e1mi communities is being redefined, society is debating restrictions on the use of digital devices. There is a risk of history repeating itself: as online gaming platforms are increasingly used as tools for language revitalization, restrictions may also impact S\u00e1mi people\u2019s right to their own language, culture, and sense of belonging to their community.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Developing games is an act of preserving cultural heritage, but the preservation of the games themselves must also be addressed in the game culture strategy. The European Citizens\u2019 Initiative <\/span><a href=\"https:\/\/citizens-initiative.europa.eu\/initiatives\/details\/2024\/000007_fi\"><i><span style=\"font-weight: 400;\">Stop Destroying Videogames<\/span><\/i><\/a><span style=\"font-weight: 400;\"> has highlighted the issue of digital game preservation. The link between S\u00e1mi games and language revitalization adds a new dimension to this. Finland ratified <\/span><a href=\"https:\/\/www.aineetonkulttuuriperinto.fi\/fi\/sopimus-suomessa\"><span style=\"font-weight: 400;\">UNESCO\u2019s Convention for the Safeguarding of Intangible Cultural Heritage<\/span><\/a><span style=\"font-weight: 400;\"> in 2013, and its implementation is overseen by the Finnish Heritage Agency. The first S\u00e1mi-language games and dictionaries were developed as early as the 1980s, but they were never documented. The digital heritage and tacit knowledge of S\u00e1mi culture are at risk of disappearing.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">A game culture strategy can support the S\u00e1mi community\u2019s participation in the game industry. This requires providing resources and support so that, for example, gaming hobbies are accessible to S\u00e1mi people regardless of where they live. In addition to online activities, local game initiatives strengthen regional vitality and create pathways into the games industry. The games industry is a significant corporate taxpayer in Finland, and Neogames\u2019 2025 <\/span><a href=\"https:\/\/neogames.fi\/fi\/suomen-pelialan-kuntavaaliohjelma-2025\/\"><span style=\"font-weight: 400;\">municipal election programme<\/span><\/a><span style=\"font-weight: 400;\"> aimed to multiply tax revenues by 2030. Achieving this goal requires developing regional activities. The northernmost municipalities have already seen game development initiatives, such as the Saami Game Jam, but continuity is limited by fragmented project funding and the lack of a joint Nordic funding channel.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The rise of artificial intelligence is transformative, but minority languages still have limited agency within this development. This directly affects game development: for example, the lack of speech recognition technology restricts the creation of augmented reality games, even though such games would be highly valuable for both language revitalization and learning. There is both a need and a clear interest in developing AR and VR games in S\u00e1mi languages, but the technological infrastructure is not yet sufficient. Developing speech recognition requires large amounts of spoken and written language data, which endangered languages have very little of. The archives of the Art and Culture Agency have been used to train speech recognition tools in <\/span><a href=\"https:\/\/kavi.fi\/kavi-mukana-kehittamassa-tekoalya-joka-tukee-saamen-kielten-elvytysta\/\"><span style=\"font-weight: 400;\">a joint project between Aalto University and the University of Lapland<\/span><\/a><span style=\"font-weight: 400;\">, but the work is still at an early stage. A game culture strategy can therefore set goals that strengthen the technological infrastructure of S\u00e1mi languages.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Finally, the game culture strategy should promote fair play that respects different people and cultures. It is essential to ensure that the S\u00e1mi themselves can define the relationship between S\u00e1mi culture and games.<\/span><\/p>\n<p><strong>Text: <\/strong>Senior Advisor PhD Outi Laiti, Art and Culture Agency<\/p>\n<p><strong>Image: <\/strong><a href=\"https:\/\/horatiuromantic.itch.io\/lost-memories\"><span style=\"font-weight: 400;\">Lost Memories VR<\/span><\/a><span style=\"font-weight: 400;\">, Horatiu Roman, Milan Grajetzki, Shailesh Prabhu, Julia R\u00e4ssa, Mikael Latva ja Outi Laiti<\/span><\/p>\n<p><strong>References:<\/strong><\/p>\n<p><span style=\"font-weight: 400;\">Borvo, Alan (2001),\u00a0<\/span><a href=\"http:\/\/bgsj.ludus-opuscula.org\/PDF_Files\/BGS4-complete.pdf\"><span style=\"font-weight: 400;\">&#8220;S\u00e1hkku, The &#8220;Devil&#8217;s Game&#8221;&#8221;<\/span><\/a><span style=\"font-weight: 400;\">\u00a0(PDF),\u00a0Board Games Studies, vol.\u00a04, Leiden: CNWS Publications, pp.\u00a033\u201352,\u00a0<\/span><a href=\"https:\/\/en.wikipedia.org\/wiki\/ISBN_(identifier)\"><span style=\"font-weight: 400;\">ISBN<\/span><\/a><span style=\"font-weight: 400;\">\u00a0<\/span><a href=\"https:\/\/en.wikipedia.org\/wiki\/Special:BookSources\/90-5789-075-5\"><span style=\"font-weight: 400;\">90-5789-075-5<\/span><\/a><span style=\"font-weight: 400;\">,\u00a0<\/span><a href=\"https:\/\/en.wikipedia.org\/wiki\/ISSN_(identifier)\"><span style=\"font-weight: 400;\">ISSN<\/span><\/a><span style=\"font-weight: 400;\">\u00a0<\/span><a href=\"https:\/\/search.worldcat.org\/issn\/1566-1962\"><span style=\"font-weight: 400;\">1566-1962<\/span><\/a><\/p>\n<p><span style=\"font-weight: 400;\">Harrer, S., &#038; Cust\u00f3dio, L. (2022). <\/span><a href=\"https:\/\/pelikasvatus.fi\/fairplay.pdf\"><span style=\"font-weight: 400;\">Fair Play<\/span><\/a><span style=\"font-weight: 400;\">: Confronting Racism and Coloniality in Games: A Media Education Handbook.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Laiti, O. (2021). Old ways of knowing, new ways of playing\u2014The potential of collaborative game design to empower Indigenous S\u00e1mi.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Neogames. 2025. Suomen pelialan kuntavaaliohjelma [<\/span><i><span style=\"font-weight: 400;\">Finnish Game Industry Municipal Election Programme]<\/span><\/i><span style=\"font-weight: 400;\">. Retrieved June 16, 2025, from <\/span><a href=\"https:\/\/neogames.fi\/fi\/suomen-pelialan-kuntavaaliohjelma-2025\/\"><span style=\"font-weight: 400;\">https:\/\/neogames.fi\/fi\/suomen-pelialan-kuntavaaliohjelma-2025\/<\/span><\/a><\/p>\n<p><span style=\"font-weight: 400;\">Shah, M., Paananen, S., &#038; Laiti, O. (2024). Minecraft: Indigenous Communities. In\u00a0<\/span><i><span style=\"font-weight: 400;\">Learning, Education, &#038; Games: Volume 4: 50 Games to Use for Inclusion, Equity, and Justice<\/span><\/i><span style=\"font-weight: 400;\">\u00a0(pp. 125-134). ETC Press.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This text examines how a game culture strategy can support and promote S\u00e1mi game culture. A game culture strategy plays a key role in advancing diversity and inclusion, and it is essential that the specific needs of the S\u00e1mi people are considered. Most existing S\u00e1mi games have been developed for educational purposes. In Finland, three <\/p>\n","protected":false},"author":1,"featured_media":903,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[40],"tags":[],"class_list":["post-902","post","type-post","status-publish","format-standard","has-post-thumbnail","category-artikkeli"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The game culture strategy supports the educational strength of S\u00e1mi games<\/title>\n<meta name=\"description\" content=\"This text examines how a game culture strategy can support and promote S\u00e1mi game culture. 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A game culture strategy plays a key role in advancing diversity and inclusion, and it is essential that the specific needs of the S\u00e1mi people are considered.","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/pelikasvatus.fi\/en\/saamelaispelien-kasvatuksellinen-vahvuus\/","og_locale":"en_US","og_type":"article","og_title":"[:fi]Pelikulttuuristrategia tukee saamelaispelien kasvatuksellista vahvuutta[:en]The game culture strategy supports the educational strength of S\u00e1mi games[:] - Pelikasvatus.fi","og_description":"[:fi]T\u00e4ss\u00e4 tekstiss\u00e4 tarkastellaan, miten pelikulttuuristrategialla voidaan tukea ja edist\u00e4\u00e4 saamelaisten pelikulttuuria. Pelikulttuuristrategialla on keskeinen rooli monimuotoisuuden ja inklusiivisuuden edist\u00e4misess\u00e4, ja on olennaista, ett\u00e4 saamelaisten erityistarpeet otetaan siin\u00e4 huomioon.[:en]This text examines how a game culture strategy can support and promote S\u00e1mi game culture. A game culture strategy plays a key role in advancing diversity and inclusion, and it is essential that the specific needs of the S\u00e1mi people are considered.[:]","og_url":"https:\/\/pelikasvatus.fi\/en\/saamelaispelien-kasvatuksellinen-vahvuus\/","og_site_name":"Pelikasvatus.fi","article_publisher":"https:\/\/www.facebook.com\/groups\/pelitoimijat\/","article_published_time":"2026-02-06T09:02:30+00:00","article_modified_time":"2026-02-06T09:09:59+00:00","og_image":[{"width":2560,"height":1440,"url":"https:\/\/pelikasvatus.fi\/wp-content\/uploads\/2026\/02\/lostmemoriesvr.png","type":"image\/png"}],"author":"Pelikasvatus.fi","twitter_card":"summary_large_image","twitter_misc":{"Written by":"Pelikasvatus.fi","Est. reading time":"5 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"Article","@id":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/#article","isPartOf":{"@id":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/"},"author":{"name":"Pelikasvatus.fi","@id":"https:\/\/pelikasvatus.fi\/#\/schema\/person\/92a5011958394976283c3f5e79a53f17"},"headline":"The game culture strategy supports the educational strength of S\u00e1mi games","datePublished":"2026-02-06T09:02:30+00:00","dateModified":"2026-02-06T09:09:59+00:00","mainEntityOfPage":{"@id":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/"},"wordCount":1883,"image":{"@id":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/#primaryimage"},"thumbnailUrl":"https:\/\/pelikasvatus.fi\/wp-content\/uploads\/2026\/02\/lostmemoriesvr.png","articleSection":["Articles"],"inLanguage":"en-US"},{"@type":"WebPage","@id":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/","url":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/","name":"The game culture strategy supports the educational strength of S\u00e1mi games","isPartOf":{"@id":"https:\/\/pelikasvatus.fi\/#website"},"primaryImageOfPage":{"@id":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/#primaryimage"},"image":{"@id":"https:\/\/pelikasvatus.fi\/saamelaispelien-kasvatuksellinen-vahvuus\/#primaryimage"},"thumbnailUrl":"https:\/\/pelikasvatus.fi\/wp-content\/uploads\/2026\/02\/lostmemoriesvr.png","datePublished":"2026-02-06T09:02:30+00:00","dateModified":"2026-02-06T09:09:59+00:00","author":{"@id":"https:\/\/pelikasvatus.fi\/#\/schema\/person\/92a5011958394976283c3f5e79a53f17"},"description":"This text examines how a game culture strategy can support and promote S\u00e1mi game culture. 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