Educational research in games is, for the most part, presently focused on examining the
learning principles in games, and considering how to shoehorn existing placeless
curriculum into video games for "anytime, anywhere learning" (Microsoft, 2006).
Relatively little research looks at the potential of game design for socially situated places,
nor does it look at the use of games for learning connected to particular cultures of place.
This research considers a game that is situated in a specific culture of place that motivates
individuals as members of a community that is situated in cultures of place and is enabled
by tools and technologies that tie actions to the cultural models of that community.