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Myths, legends and beliefs on granite caves

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Abstract

In the North of Portugal and Galiza (Spain) there exists a very varied and lively inmaterial cul-ture formed by social and cultural manifestations and beliefs. Recently, the same UNESCO renounced to include it in the List of Goods of the Humanity Culture for its volume, variety and not being in risk. The Galician caves have this cultural inheritance as proved by a old and numerous biblio-graphy that collected the names, rites and/or stories associated to the caves. Today, it is even possible to check that this inheritance memory is still alive. This culture places mithologycal animals, goods which passed from Pre-Christianity to Christianity in different forms, superna-tural races, magic beings, unreal passages, extraordinary treasures, etc., in the natural caves This paper presents different legends related to caves located in the Galician mountains of O Pindo, O Pico Sacro, O Maúxo, O Galiñeiro and the Portuguese mountain of Castelo da Furna. They are a reduced selection of a more complex and wide cultural reality of the mithologycal complex of the Galician and Portuguese culture. Also, there are many other caves that are not included because though we have folklore references, they need to be investigated more deep.

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In this paper we present proposals for including real world elements in games taking into account the profile of casual players. Several real world elements can be utilized so that the fictional game world merges with reality. We focused on sound, video, physiological data, accelerometer data, weather and the player’s location. From our experience developing and testing casual games, resulted a set of guidelines that address technological requirements on the player side. These guidelines may be of use for other researchers and developers in order to better adapt games to their audience. By resorting to real world elements, the screen no longer is the only focus of the player’s attention because reality also influences the outcome of the game. Results are presented about how the insertion of real world elements affected the role of the screen as the primary focus of the player’s attention. Positive results, in what regards defeating the screen, were obtained, mainly, with sound, the electrodermal activity and the accelerometer for these elements were used in such a way that the player’s daily activities became part of the game.
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