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Transcript of Locative media and cultures of mediated proximity: The case of the Mogi game location-aware...
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Locative media and cultures of mediated proximity:
The case of the Mogi game location-aware community1
Christian Licoppe and Yoriko Inada Département Economie, Gestion, Sciences Humaines, E.N.S.T
46 rue Barrault 75013 Paris, France [email protected] ; [email protected]
Final version of this draft was published as: Licoppe C,& Inada Y, (2010), "Locative
media and cultures of mediated proximity: the case of the Mogi game location-aware
community" Environment and Planning D: Society and Space 28(4) 691 – 709
Abstract
This paper provides an analysis of the interaction order in a unique non-experimental and
enduring location-aware community (i.e. the players of the Mogi game), and of the ways it is
particularly oriented towards location and proximity concerns. It shows how one of its
features is the public character of positional data, so that players routinely orient towards the
fact that their location might be remarked and commented at all times. Location awareness
also provides users with resources to recognize their mutual co-proximity when they happen
to be close but not co-present. We will discuss how such a situation generally projects an
encounter as a relevant future course of action, in this environment as well as in other
mediated settings. The management of mediated proximities appears to be a crucial feature of
the organization of encounters between players in the Mogi community and, as we argue, this
must also be the case in any kind of location-aware community which supports occasions for
recognizing co-proximity ‘at-a-distance’. We describe various practices which have been
evolved in the Mogi location-aware community to recognize and acknowledge co-proximity
at a distance, manage its consequences and even play at fabricating situations that have the
appearance of mediated proximity events. This set of practices has gradually evolved to form
a rich and peculiar ‘culture of proximity’. Beyond its apparent singularity the kinds of
concerns with location and proximity that such a culture addresses are very general and could
play a central part in our understanding of future uses of locative media.
1 This research was partly funded by a research contract with OrangeLabs. We would like to thank Valerie
Beaudouin, Dominique Cardon and Frederique Legrand for their support.
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Introduction
Many hopes for the future of advanced mobile services are pinned on ubiquitous computing
and locative media. In recent years one of the directions for the development of user-position-
sensitive mobile technologies has been oriented towards building location awareness by
providing groups of users with some kind of ‘living map’ showing their continuously
changing locations in real time. The common base of these technologies is a location-aware
graphic terminal, interfaces through which the participants can be placed together on an
electronic card in relation to their absolute and relative positions, and a text-messaging
system. Active Campus, a project of this kind, is designed to experiment with this technology
in the university environment (Griswold et al., 2003). Another context is that of mobile urban
games based on the mobility of players through a town, as in the ‘Can You see Me Now?’ and
‘Treasure’ projects (Benford et al., 2003; Barkhuus et al., 2005) in which a game environment
is created in an urban setting. To act or interact the players have to align their embodied
perceptions and experiences of space, location and motion with the kinds of ‘affordances’ for
space, location and motion which the system offers. The digital game space may also feature
information resources and virtual objects ‘placed’ there by the designers2. In the ‘Active
Campus’ experiment, users visiting a place can leave ‘e-graffiti’ to which equipped users have
access via their terminals.
Such systems are designed to ‘augment’ mobile behaviour and activities and provide location-
based resources as affordances for original forms of encounters in the ‘hybrid ecologies’ they
enable (Crabtree and Rodden, 2008). Location-aware technologies articulate space and place
in new ways (Dourish, 2006) and may favour the enactment of hybrid ‘territories’ as an
emergent feature of recurring practices (Licoppe and Inada, 2009a). Moreover, particularly
when the technology makes locations visible and available through digital mapping devices, it
reshapes our perceptions and expectations concerning the ways in which the entities
constituting our environment can act and appear to us here and now (Thrift, 2004). It supports
forms of interaction and encounters that weave together embodied and digital forms of
presence and proximity. Such encounters are highly sensitive to the social and institutional
practices of users (Barkhuus and Dourish, 2004). However, all these studies were based on
experimental games played only once or very few times by users and covering a limited urban
area. What they cannot account for is the way a fully-fledged moral order governing the
2 To act on them in the screen space, the equipped user has to be physically close to their ‘location’.
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organization of ‘hybrid’ encounters might emerge from living together in a location-aware
environment. This is because it takes time, months and even years for a collective culture to
emerge from multiple interactions in massive multiplayer online games (Steinkuehler, 2006).
The aim of our research is to break new grounds by studying one such case, probably the first
of its kind. We report here on the kind of practices which have evolved in the non-
experimental location-aware community formed by the players of the Mogi game whose
‘hybrid ecology’ covered the whole of Japan and in which players were able to live together
for several years. We will focus on the ways players orient with respect to the fact that their
locations are visible (under certain conditions) by several other players, and with respect to
occasions of mediated proximity, i.e. situations in which ego can ‘see’ she/he is close to alter,
knows that alter also knows she/he is close to ego, both know they know, etc. This gives rise
to two concerns: first, how are such occasions of mutual proximity beyond the domain of co-
presence to be acknowledged in various circumstances and second, what may the interactional
consequences of such mediated proximities be and how should they be managed? We will
show that such concerns are constant and salient preoccupations for the Mogi users and how
the management of location awareness and mediated proximity is central to the interaction
order that has developed among them.
We will try to show how the study of this singular culture of proximity raises some larger
issues which shed some light on an understudied aspect of the ‘mobility turn’, mobility being
understood here as being to movement what place is to space (Cresswell, 2006). In the
mobility turn, the focus of the research moves towards the study of mobility as a social
performance rather than motion as mere transport, i.e. a straightforward kind of instrumental
action (Sheller and Urry, 2005) and towards the importance of wayfaring over transportation
and of dwelling practices over ‘occupation’ of locations (Ingold, 2007). In this framework
there has been a growing interest in understanding the interplay between a) proximity,
mobility and encounters (Boden and Molotch, 1994; Urry, 2002), and b) proximity (or
distance) and sociality in social networks (Axhausen, 2007; Carrasco et al., 2008). However,
the actual procedures for the serendipitous engineering of encounters has been little studied,
though the current development of communication technologies provides an increasing
number of resources for members to recognize their spatial proximity at a distance, to
acknowledge it and make relevant a face to face encounter as a future course of action
(Licoppe, 2009 forthcoming). Through our extensive analysis of the way the Mogi players
treat such occasions, we will gain an understanding of why and how the introduction of
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locative media and location-awareness multiplies the number and shapes of the occasions for
members to recognize their co-proximity at a distance, and how this turns the management of
mediated proximities into a central feature of social life in their location-aware cultures.
However singular the ways in which Mogi players actually manage such occasions may
appear, we will show that they can be understood as addressing general issues with regard to
the articulation of location, mobility and sociality in the frame of an interactional machinery
which interweaves the recognition/acknowledgement of mutual proximity (outside of co-
presence) and the relevance of a face to face encounter, in a way which is both general and
sensitive to the details of the situation. The existence of this tendency to treat the mutual
recognition of proximity as indexing an emergent project to meet, or as a move to push
forward such a project makes the management of mediated proximity a strong concern for
members, and a highly consequential set of practices. Moreover we can hypothesize that
occasions of mediated proximity will be particularly significant for the members of a
networked society with a high degree of mutual connectivity and availability, and that the
development of locative media will drive it to a central position in many forms of
collaborative behaviour. The Mogi case can then be seen as a kind of ‘laboratory in the wild’
which allows empirical testing of the workings of mediated proximity-related concerns which
are observable elsewhere in many different guises. Moreover we treat it through an
interactionist framework which will be relevant for studying other emergent cultures of
proximity within different location-aware communities.
2. Mogi, the game and its players: location-awareness as an interactional resource
2.1 The game and its players
The Mogi game was developed by a team led by Mathieu Castelli in a French start-up
(Licoppe and Guillot, 2006). It was commercialized in Japan in 2003 by the operator KDDI
which closed down the game server in 2008. Interested users could subscribe for free on the
KDDI portal. Since the operator did not advertise the game, it appears from our interviews
that many players first came across the game while they were browsing the portal, which
happened to be at the time the company was offering a one month free trial on most games.
The players were attracted by features related to geo-location. If the players subscribed (and
most of them did then or later) to the flat rate unlimited package for mobile data which KDDI
commercialized at the same time, the additional cost for the game itself was low. Players
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considered that this kind of suscription allowed them to play as much as they wanted without
ever having to worry about cost.
The game scenario consists in collecting virtual objects with a mobile phone. These are
‘localized’ in the sense that players can act on them only when they are close to their virtual
position and are continuously created and renewed by the game designers. These items are
designed by the design team. Certain objects to be collected are very simple, for instance
precious stones spread across Japan. Others play on the players’ situation and context. Certain
objects are available only in some parts of the country, others are visible and accessible only
at certain times of the day. The design also included ‘active’ items: virtual ‘creatures’ that
were able to create, move or destroy nearby objects; chests, which players can ‘open’ in
certain conditions in the hope of winning a highly valuable object; or quests (additional points
could be earned by moving an object close to a given place). This diversity illustrates an
important property of context-aware services. Context-awareness concerns not only people or
terminals but also informational objects that can be ‘placed’ in the mobile user’s environment.
As the Mogi example shows, it is possible to enhance a mobile users’ environment almost
infinitely and to create rich and complex ecologies that could be called ‘augmented’ towns.
Between 2004 and 2007, at the time of our inquiry, the game had an average of about one
thousand regular players scattered all over Japan. User profiles were clearly very different to
those observed on the internet. There were almost as many female as male players. A large
proportion of players were in the 25-40 age group. Our interview study focused on five men
and five women within that age group. They were of widely diverse social origins ranging
from a bank manager to a packer and a sophisticated young mother to a saleslady in a
department store. Two of them had a slight disability and found that the sociability of the
game gave them a form of integration3 .
In the Mogi game, players are organized into teams (a resource added in 2004 which met with
immediate success) and can constitute a list of mutually ratified ‘mogi-friends’ in a way quite
analogous to the management of ‘buddy lists’ in instant messaging. Two very different types
of playing behaviour can be observed:
- ‘Determined collectors’ accumulate objects (sometimes ten times the same collection)
and interact with other players, especially to obtain the objects they are still missing.
3 For cultural and religious reasons, it seems that people with a disability find it very difficult to be socially
integrated in Japan.
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- ‘Social players’ are not particularly concerned with accumulating objects, though they
still gather them and trade them. For them, the main objective is to meet other players
and to communicate with them. They are particularly attentive to forms of politeness
that develop in player communities and to the proprieties that onscreen encounters
have to respect.
Since we are interested here in the way location awareness can mediate original forms of
sociality and interactions, we will mostly examine the socially oriented behaviour of players.
Regarding more specifically the topic of encounters, most players do not know one another
beforehand and subscribe independently to the game. They tend to avoid meeting face to face
and to elude such proposals systematically when coming from unknown players. Similarly,
they also rarely exchange their mobile email addresses, such that most of their text messages
are sent and received on the game-dedicated text messaging system. Therefore, the social
interactions that are elicited in the course of playing the Mogi game are mostly kept within the
game’s technical infrastructure. This apparent shyness may be a characteristic feature of
inhabiting a location-aware world with strangers.
2.2. Research methods
We had access to the anonymous corpus of text messages exchanged by the players (Licoppe
and Inada, 2006). We were also able to interview a dozen players, some of them several
times. The kind of immersion that such a corpus of interactions covering a period of three
years provides amounts to a form of ‘virtual ethnography’ fieldwork (Hine (2000). The
metaphor is here particularly apt for we aim to provide an ethnographically-oriented analysis
of the culture of encounters that has developed in this singular community and which is
ultimately founded on the ways members properly manage the location awareness and
ubiquitous computing resources made available to them by the game infrastructure. We will
use particularly significant interactions gathered from our extensive analysis of the corpus to
provide evidence for some key features of social life in the Mogi community: the fact that
locations are public and the ways in which locations and proximities between players are
made visible, recognizable and meaningful by members.
3. Location awareness as an available interactional resource
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Location awareness resources are different according to whether the player is using his mobile
phone or his web-connected PC to play. Mobile players can rely on a specific interface, the
‘radar’, which features a map with a radius of 500 meters. This map represents the player’s
environment, with his or her pictogram in the center of the mobile screen surrounded by those
of the other players and virtual objects situated within the 500 meter radius. These data are
updated with each server request4. When players are less than about 300 meters
5 from an
object they can capture it with their terminal. Each object belongs to a collection. Completing
a collection earns players points and players are classified according to the points they have
accumulated. The basic idea is to create a community of high-tech hunter-gatherers whose
activity is set in an economy based on the bartering of virtual objects and a sociability based
on text messaging.
Five important functionalities of the game are accessible. The five most important are:
- The ‘radar’ interface, as discussed above. By clicking on a sufficiently close object on
the map the player can pick it up by activating a collection module. Clicking on a
player’s icon on the screen opens up a window for text messaging.
- The module dedicated to text messaging. The addresses and messages exchanged are
accessible only within the game server. Players can create buddy lists of favourite
correspondents (Mogi friends or the members of teams to which they belong).
- The exchange and transaction module (for exchanging objects missing from one’s
collection).
- The user profile. It allows players to make all or part of the objects that they possess,
as well as the type of object they want, visible to other players.
- Public classification of players according to the number of accumulated points. This
classification is frequently consulted by players and introduces an element of
competition between them.
4 The rapidity of these connections to the game server is critical as regards the acceptability of the game. At
certain times the connection time could take 30 seconds, which was experienced as a long time by players. 5 Experience of the game is richer with a GPS terminal (the precision of geo-localization is then a matter of a few
meters) but the game also offers the possibility of localization based on triangulation between cell antennae. Experienced players have become accustomed to constantly switching from one to the other in their quest for objects since the map in cell mode is slightly different to the GPS map, due to the position of the antennae. It is therefore likely to reveal new objects in one or two clicks without the player having to move at all.
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Figure 1: The radar interface that represents the local map of the game around the player
(whose icon always appears in the center of the screen) in an area of one square kilometer.
The other players and geo-localized virtual objects appear on the map. The ‘closest Mogi-
friend’ is indicated at the bottom of the screen, with the distance even if it is more than 500
meters. This functionality was added by the designers to facilitate the ‘onscreen encounters’
discussed below.
Other forms of location awareness were made available on the game website for players
connecting through their personal computer, with slightly different interfaces and
functionalities. PC-based players can visualize maps showing their ‘mogi-friends’ and team
members, as well as geo-located virtual items, wherever they are in Japan, through extensive
maps which can be navigated at different scales. These facilities were initially introduced by
the game designers to allow fixed PC-based players to detect the position of highly coveted
objects and guide mobile players to them, a form of collaboration which we found to occur
rather frequently. The combination of mobile phone and PC-based resources for location
awareness has the very significant consequence of turning the Mogi players into a location-
aware community in which one’s location (as presented in the interfaces) and consequently
one’s change of location, become semi-public data, always potentially accessible to known
and even unknown players in the case of very close players on the mobile phone ‘radar’
interface.
Most experienced players are aware of this so they orient towards their location as something
which may be seen and noticed by other players at any time, i.e. as public data for which they
may be called to account (Licoppe and Inada, 2009a). Players even often display their
expectation that a player, or even several players, will notice where they are. In the excerpt
below, one player (T.) discusses a long and unusual trip she plans to make and indicates how
she expects others to notice it when they see the location of her icon in the maps of the game.
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Her correspondent responds by joking about it, even suggesting that it would be a pity if no-
one noticed.
Extract n°1
Mogi players therefore constitute a kind of fully location-aware community in which
members’ locations are potentially mutual and semi-public knowledge. The categorization of
players as localized and mobile entities is always relevant within the collective game activity,
and pointing towards another player’s location is a routine practice that confirms one as a
member. An immediate consequence of all this is that the current location of a given player
may be treated as a ‘safe’ mentionable topic that is always available (in principle) and
warrants the initiation of a text message interchange, as shown in the following exchange.
Extract n°2
The sequential organization of the “noticing” turn is interesting. It starts with an exclamation
that works as a ‘change of state token’ (Heritage, 1984), which marks that something
noticeable and mentionable has occurred, and invites further elaboration. This comes in the
next turn construction unit, which appears as a query about the location of the recipient which
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embeds a candidate answer. This indicates that player A was probably playing the game as a
connected PC-based player (if he had been a mobile player and sufficiently close to notice B,
then the issue of co-proximity would have arisen) and was familiar enough with B’s mobility
for the candidate location to be meaningful with background knowledge of where B usually is
or what he does. The familiarity is reinforced by the lack of preliminary greetings. The
‘query-ness’ of the utterance is moreover emphasized with a ‘question mark’ emoticon,
putting some stress on the provision of an answer: this shows that in such a community of
experienced location-aware players unusual location and displacements may be treated as
‘mentionables’ and used as a legitimate pretext for initiating interaction. Discussion of the
qualities of a particular location relevant to the other participant may be introduced and
treated as a ‘safe topic’ for text messaging.
Location is there to be seen and noticed, but mentioning it may sometimes infringe on one’s
“informational preserve” and require some specific forms of remedial interchange. For the
same reason, the way location and location changes are made visible and accessible is a
highly sensitive moral issue. Two years ago, the designers introduced a feature which
provided the name of the neighborhood in which the player was located, which became
visible when one clicked on his icon. This feature immediately aroused indignant reactions
from the players who did not want such information to be publicly divulged. Even such an
apparently insignificant piece of information as the name of the neighborhood in which they
were located (in a world in which ‘geometric’ locations and maps were already publicly
available) was seen as problematic. The reason for this was that if you knew the person well
enough, you could more easily infer, rightly or wrongly, from her/his location thus labeled
her/his engagement in some forms of activity. This proved to be too great an infringement of
personal territories. Players clearly treat location awareness as a potent interactional resource,
and most of them consider that keeping location data ‘geometric’ and therefore as ‘neutral’
and impersonal as possible minimizes the range of potential inferences and gives them more
control about the way their location may be perceived and interpreted by other players.
To summarize, the Mogi case displays a range of behaviors specifically oriented towards
location awareness. The current location of a given user is treated as a mentionable topic that
is available (in principle) and warrants offers to initiate a particular form of encounter based
on text message interchange. The categorization of users as localized and mobile entities is
always relevant within the collective game activity and pointing towards another player’s
location is a routine practice that indexes membership. Mentioning the location of another
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user is a way to produce affiliation markers and of “being familiar”. Location is there to be
seen, but noticing it may sometimes infringe on one’s “informational preserve” and require
some forms of remedial interchange. We think that such issues and behavioral orientations do
not concern only the few Japanese players of a singular and innovative location-aware game,
but are potentially relevant for any kind of community in which locations are public and are
continuously there for other members to notice. However, the actual norms of behavior which
might evolve in such location-aware communities and the way discrepancies and problems,
transgressions and fabrications are treated will depend on the details of the ongoing activities,
on local sense-making practices and cultural constraints and resources. They will be specific
to each location-aware community and constitute what counts as proper behavior and what it
means to be a member.
4. The recognition of mutual proximity without co-presence (mediated proximity)
and the management of its interactional consequences
A direct consequence of such a form of location awareness is that it provides players with a
resource to assess and sometimes monitor the distance between them. Some degree of
proximity may be inferred from noticing the location of other players. However, what does
being able to recognize proximity at a distance mean and do? Though John Urry has recently
called for the development of a ‘sociology of mobility’ which could explain why persons
travel (Urry, 2002), proximity, and more specifically the interactional consequences of
perceivable changes in proximity, have been mostly studied in the context of co-present
encounters.
The interactionist tradition has repeatedly shown how spatial distance, orientation towards
interaction and social relationships are mutually co-elaborative (Goffman, 1963; 1971; Hall,
1966). In most cultures, getting closer is treated as a display of “heightened accessibility”
(Goffman, 1963): as one participant in an informal setting gets nearer to another one, he or
she combines multimodal resources such as gaze, gestures and speech to enter into
conversation in a way which is highly sensitive to the two individuals’ mutual spatial distance
and witnessable form of mobility (Kendon, 1990). Ethnographic, interaction-oriented studies
have also shown how the achievement and recognition of ‘co-proximity’ through mutual
sightings may enact the relevance of a future face to face encounter and focused interaction.
Two Tuaregs who suddenly sight one another across the dunes as they ride their camels in the
Sahara desert will change their course so that their paths meet. Acknowledging the encounter
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is both a relevant and an expected option (Youssouf et al., 1977). In a culture marked by
constant warfare and feuding, if one of the Tuaregs appears to try to elude such an encounter,
the other would be entitled to interpret that as a sign of enmity or treachery, forecasting the
possibility of an ambush. Conversely, individuals may deliberately avoid recognizing mutual
proximities to escape the encounters such a recognition would make relevant. For instance,
they may conspicuously absorb themselves in window-gazing to avoid exchanging a gaze
with someone they know who is approaching (Sudnow, 1972), or, for strollers and would-be
shoppers stopping and looking at the goods in a Chinese fruit market, avoid the seller’s gaze
and ignore her questions (Orr, 2008).
Proximity assessments do not need embodied presence and ‘direct’ perceptual access through
sight, hearing or touch. In a world in which members have resources to interact at a distance
through an ever more sophisticated array of communication technologies (and prominently
mobile technologies), participants can discuss their locations and recognize their mutual
proximity through mediated interactions, though they are far enough from one another to
exclude any possibility of ‘direct’ perceptual access. Early research on phone conversations
suggested (landline) phone conversationalists usually did not refer explicitly to their potential
co-location in a given place (such as the same city), but that when they did mention it, this
might be a preliminary to encounters (Schegloff, 1972a, 84-85). The advent of mobile
technologies provides an increasing number of occasions for conversationalists to discuss
their locations and therefore to recognize their mutual proximities. I have shown elsewhere
that the mutual recognition of proximity in phone conversations either projected an unplanned
face to face encounter as a relevant future course of action (whose avoidance was possible but
had to be accounted for), or constituted a significant move to push a project to meet towards
practical arrangements (Licoppe, 2009). The possibility to recognize and discuss proximity at
a distance constitutes an example of the way communication networks are part of an
‘infrastructure of encounterability’ (Thrift, 2004) that extends way beyond the times and
scenes of co-present interaction.
Technological systems providing subjects with mutual location awareness provide new
formats and affordances for the chance recognition of mutual proximity, an occurrence we
will categorize here as a ‘co-proximity’ events. With locative media, co-proximity events
often become multimodal (and not just conversational, as in the case of phone conversations)
accomplishments. As to their agency, it is distributed through a complex heterogeneous socio-
technical assemblage: for example, in the Mogi game, players recognize their proximity to
13
other players through the ‘living maps’ provided by the system and discuss it through instant
messaging conversations. Locative media often reshape the sense of proximity by mapping it
in an abstract geometrical space: they are actively “re-space-ing” place (Dourish, 2006) and
therefore also the sense of of proximity. Locative media also significantly ‘augment’ the
infrastructures of encounterability by increasing the number of opportunities for users to
recognize their mutual proximity and the forms of such opportunities. Again, using the Mogi
caseas a laboratory ‘in the wild’, one can ask several questions. Do the players recognize their
mutual proximity? How do they do it? Does this still project the relevance of a face to face
encounter? How are such occasions managed? How central are they to the experience of
living together in a location-aware ecology?
Figure 1 above provides an example of a situation in which a player has connected to the
game. She looks at the radar and two other connected players appear on her ‘radar’ screen.
This situation and that particular ‘living map’ interface provide an opportunity for the three
players to recognize simultaneously their proximity within a range of a few hundred meters.
Co-proximity events clearly appear here as distributed, multimodal achievements that
interweave visual iconic displays on the mobile phone and the text messages exchanged by
the players in which such events are referred to. The following text message exchange
typically starts by a direct reference by player A to the location of B, relative to his own
location, and an assessment of their situation as one of potential co-proximity:
Extract n°3:
The lack of initial greetings and the surprised smiley construct the turn as a response to a
previous action, that is, the perception of their co-presence on the mobile phone. The noticing
is done in a way that combines cognitive (recognizing onscreen co-presence) and social
concerns (onscreen co-presence as an event which it is proper to mention and to constitute as
a relevant feature of the ongoing interactional setting). The second player responds by
acknowledging the onscreen co-presence, thereby legitimizing the other player’s noticing of
the event, and confirms the co-proximity assessment. In this way, both players have turned
14
their mutual sighting onscreen into a shared and mutually-acknowledged noticeable co-
proximity event relevant to an ongoing interaction. Interactions starting in this way can
regularly be found in the corpus. Such an initial recognition of mutual co-proximity
accomplished through a two-turn conventional sequence of the type “We are close. Yes we
are close” has all the features that linguistic anthropology has ascribed to greetings (Duranti,
1997). Extract 4 provides another example in which participants open their exchange by
recognizing their co-proximity and constituting it as a meaningful newsworthy event through
the same kind of opening sequence.
Extract n°4:
A slight difference lies in the fact that in his answer, player D confirms their degree of
closeness and by using an emoticon expressing surprise. This is used to indicate that the topic
of a co-present encounter is relevant, so relevant in fact that he might be able to see her at this
very moment. This suggests that such an opening sequence does more than just allow players
to exchange greetings. What it does is not oriented in a significant way towards gaming, for in
the sequences of the type we show here, as in many others, the players do not even refer to the
collection of items or the game scenario. What is actually in play here is the management of
the social consequences of location awareness, and more specifically proximity awareness,
and the way it turns a face to face encounter into a relevant and expectable course of action.
To show this, let us go back to what transpired after the first two messages in extract 3.
Extract n°3 (following)
15
After about two minutes, player A sends a new message stating that player B has run away
(turn 3). Since they are not in visual contact, this message necessarily refers to the fact that
player B has disappeared from A’s screen. He marks this with repeated disappointment
emoticons, which retrospectively shows that such a course of action does not meet his
expectation. He wishes the co-proximity could have lasted, for reasons yet left unspecified by
him. She responds (turn 4) by accounting for her disappearance from his screen on the basis
of her current mobility (she took another subway line). By doing so she legitimizes his
expectation that their initial recognition of mutual proximity was projecting something, which
may appear as ‘missing’ now that she has moved farther and made it irrelevant. In message 8,
after a repair sequence, she provides a more general account of her behavior.
Extract n°3 (following):
Message 8 is an excuse. A characteristic feature of excuses (as opposed to justifications) is
that the behavior for which they account is considered as improper (Scott and Lyman, 1968).
Here, the excuse is proffered in the guise of a general maxim that one wishes to run away
when one gets very close, implying that one wishes to evade potential consequences of co-
proximity, i.e. meeting face to face, even though this is not said explicitly. Such a desire to
escape is said to be stronger when players are closer. She adds a more circumstantial excuse,
based on the fact that she has experienced many such onscreen ‘encounters’ that day.
Frequency is hinted at as mitigating the force of the co-proximity event. It provides another
16
reason to ignore such events or to avoid acting upon them. Her excuse is somewhat
grudgingly accepted by player A in message 9. Extract 5 provides an interesting variant of
this situation, in which the relevance of the face to face encounter after the recognition of
mutual proximity is overtly expressed.
Extract n°5:
Here the recognition of mutual proximity by male player A is accomplished after a pair of
jokingly made greetings (message 1-2). The acknowledgement of mutual proximity in
message 3 takes a slightly different form for it appears here in third position and does not
have to ‘do’ greetings as well, as is the case when it opens the conversation. It is done through
a ‘co-mobility’ assessment. “We are in the same train” encompasses the facts that they are
close and that their icons are moving in the same direction while keeping close. It is a
tentative account (“it seems that we are in the same train”. The young female responds with a
moderate but playful acknowledgement of the situation and suggests she could come to see
him face to face. Though they will not actually meet and though her proposal to meet is
probably no more than a tease (because it is made as a hypothetical suggestion and because
she acknowledged but did not strongly ratify the proximity assessment of A), it shows
explicitly how a face to face encounter is immediately relevant after the recognition of an
enduring mutual proximity.
Because the text message corpus was rendered anonymous, we cannot directly determine the
gender of the players. However, inferences about gender can sometimes be made according
to the content of the messages. For instance, in most of the extracts discussed in this section, it
is likely that the initiator was male and the recipient female. This is not systematic, since the
participants in exchange 7 discussed below which also rests on similar opening conventions
based on the recognition of mutual proximity are probably both male. Nevertheless, the
17
exchanges of this section in which the recognition of mutual proximity is initiated by a male
player and addressed to a female player suggest a possible gendered use of the proximity-
recognition interactional device in which the fact that the recognition of mutual proximity
makes relevant the possibility of a face to face encounter is used strategically, in the hope of
eliciting a date. Conversely, in line with Goffman’s arguments about strategic interaction, that
the recognition of mutual proximity may be used strategically in this way provides additional
evidence of its performative force in projecting a possible encounter as a conventional
expectation.
To summarize, the mutual ratification of proximity by two members is a potent interactional
move because of a very general conversational device operative in many situations of
mediated interaction: if participants decide to mention and discuss their mutual proximity in
any way, thereby acknowledging it, such a recognition enacts the relevance of a co-present
encounter as a future course of action. So managing the social consequences of co-proximity
events and the entanglements of location, mobility and sociality which they entail, while
generally relevant in most contemporary mediated settings, will be a particularly salient
concern in location-aware environments which multiply the occasions for members to
recognize their mutual proximity at a distance. We have shown how this is the case in the
Mogi location-aware community, in which the mutual recognition of proximity is often
performed as a pair of opening greetings. But how do Mogi players manage the occasions for
recognizing mutual proximity and their social consequences ? How do members feel entitled
and obligated to discuss their mutual proximity and to act upon it (or authorized its
ignorance)? What kind of accounts do they provide and what kind of remedial exchange do
they perform to evade normal expectations about mutual proximity recognition and the
encounters which might ensue?
5. The singular ‘culture of proximity’ of the Mogi location-aware community
5.1. Spatial proximity between members as collective performance
The way players have been living together in the Mogi ‘hybrid ecology’ has led to the
emergence of a singular culture of proximity, oriented both towards the general concerns
which mediated co-proximity events raise and to the particulars of the setting and activity in
which they experience such events. The Mogi culture of proximity is only determined in part
by the technology itself, or by the game rules. Let us consider first the issue of the
18
acknowledgement by participants of their mediated proximity. When two players who do not
know each other come close, ignoring their proximity altogether may be warranted in an area
densely populated with players, where this will be a frequent event, as shown in the excuse
given at the end of extract 3. However, should one of the players be an expert and notice that
the other player is new to the game (for instance by checking his profile), it is expected that
she/he will actually address the novice, mention their co-proximity and grant the novice a
small gift (a low value virtual item) as a token of goodwill. If the players who realize they are
close are members of the same team, it is routinely expected that they will remark and discuss
the occasion together, however briefly. Such an orientation is displayed when players account
for failing to do this several days after the fact, as in the following message: “Hello Master. It
seems we were close to each other the other day. But I noticed only much later and I wasn't
able to confirm. Where were you? Enjoy your work today, like other days”.
Since locations are public, a third member may notice that two players she/he knows are
close, either because she/he is close to them or because though she/he is far she/he can
monitor the game maps on her/his PC. When such a situation occurs, the player will
spontaneously remark upon this by sending one of the other players a text message. This is
because, within such a community, spatial proximity of known members is deemed an event
worth noticing, all the more so when there is a great degree of spatial proximity, with the
involved players’ icons so close to each other as to appear to touch one another on the game
maps. Players call such a situation ‘cara gattai’, the ‘joining of characters’ (or icons),
sometimes shortened to ‘gattai’. Such mediated proximities are not only something one might
notice and comment upon in an offhand manner, they are also sometimes deliberately
produced and offered by their initiators to other members for appreciation. In one of the rare
occasions in which four members of the same team actually met face to face in Tokyo, the
two women players sent text messages to their women friends so that they could see and
appreciate the show for themselves. One of them had to explain the procedure to her friend to
enable her to ‘see’ such a remarkable encounter from afar: she had to become the mogi-friend
of each of the player. This she immediately did through text message request, before
commenting profusely on what she saw.
Players appreciate so much noticing and discussing mediated proximity events that they have
even elaborated an innovative way to produce such occasions. Such a practice is not part of
the ‘official’ game scenario. Participants enjoy ‘fabricating’ co-proximity events, and at
managing such ‘artificial’ proximity events in a different ‘keying’ (Goffman, 1974). The
19
possibility for such a game within the game stems from the fact that without intending it, the
designers of Mogi have left open the possibility for players to “freeze” their positions in a
given place, by getting there, connecting to the game and not refreshing their radar screen
after they have left the place. Players have been quick to discover and exploit this loophole in
the game software. This capacity may be used by a player to position her/his icon at a given
place, anticipating on the location or mobility of another player so that at some point both
icons will touch. The event will look on screen as an extreme case of mediated co-proximity,
even though the two participants (one in the know, the other not necessarily so) are physically
far apart. The whole point of such a performance is that it will be appreciated as a feat by
other players in the know (and others who might discover it by chance). Extract n°6 provides
a typical ‘cara-gattai’-related exchange.
Extract n°6:
Player A opens the IM conversation by congratulating B on a gattai performance, which
implies B’s involvement in it. She thus constitutes herself as an inadvertent witness of it (on
her PC) and treats the event as something noticeable, even outstanding (she says later that she
‘immediately’ saw it) and worthy of praise. B collaborates to the treatment of the ‘gattai’
encounter as a relevant and newsworthy topic by responding with a question which calls for
some elaboration on A’s part. He is ‘fishing’ for more comments about the performance. We
have observed several instances in which a player started an attempt to do ‘cara-gattai’ with
an unknowing target while discussing his ongoing efforts with several others. ‘Cara-gattai’ is
experienced as a public performance whose accomplishment by two core participants (one
acting deliberately and the other collaborating deliberately or participating unwittingly
through his current travels) relies on the noticing and the appreciation of an audience of
20
skilled connected players who monitor the ongoing events and assess their outcome. Sexual
hints and wordplay on touching in an intimate manner (referring to what is happening to the
avatars) while visibly aiming for harmlessness (because of the actual distance between
participants’ bodies) are common.
The practice of doing ‘cara-gattai’ is meaningful in the way that it actually disjoins co-
proximity and co-presence while preserving co-presence as an unrealistic state which it is
relevant to evoke playfully and joke upon. It shows how players make their locations doubly
accountable, with respect to the urban public spaces available for public scrutiny and
mundane embodied experience on the one hand, and with respect to collective awareness and
‘mediated’ involvements in the Mogi ‘living maps’ on the other. ‘Doing cara-gattai’ also
reveals how much the collective ethos of the game is grounded in normative expectations
about the public character of mediated proximity. As one player puts it in an interview, “one
wants to show others that we are in the same place and having fun”. The practice of ‘cara-
gattai’ testifies to the players’ commitment to that collective ethos and to the kind of public
good on which such a location-aware, leisure-oriented community is founded: creating
situations of collective fun by playing in a meaningful way with publicly noticeable locations,
mobilities and proximities at a distance.
5.2 The social management of the consequences of mutually recognized proximity
between members
Micro-events in which co-proximity is mutually perceived, but which for various reasons are
not followed either by immediate acknowledgement, or, if acknowledged, by the face to face
encounter which such a recognition projects, are most frequent. It is significant and
meaningful, and it has acquired a specific name, that of ‘near miss’. Extract 7 provides an
example in which such a status for the micro-event is used to account for such a situation.
Players A and B belong to the same team and have been interacting a lot through the game,
though they have not yet met face to face.
Extract n°7:
21
Player A starts with the conventional kind of opening which remarks upon an ongoing co-
proximity (Message 1). Player B does not respond with the usual second part (of the “yes we
are close” type). He provides an unsolicited self-localization (in the district of Shibuya). In
this context, it marks a strong orientation towards a potential face to face encounter by
immediately providing information which would be useful for arranging a meeting. After
having faced a rather long silence from A (almost eight minutes), he provides an even more
precise self-localization (now with respect to a landmark building). Coming just after the
previous one, this message reasserts more firmly his orientation towards the organization of
an encounter, as making arrangements to meet is often made through increasingly more
precise localization queries and answers. It also gives to the ongoing sequence the structure of
a summons (Schegloff, 1972b), for the repetition indicates that he expects a kind of response
from A, which he may feel particularly entitled to push for, as after all it was A who initiated
the recognition of their mutual proximity. These orientations are reinforced in his next
message, in which he directly questions A about his location, and follows up by a proximity-
founded account for the relevance of his current line of questioning. They appear to him to be
very close (at 30 meters, a quantitative estimate which indicates he is using the digital locative
affordances of his mobile game interface). Moreover, the fact that their state of close co-
proximity has been persisting for twenty minutes is probably an additional reason which
makes it worth noticing and makes organizing an encounter, or accounting for its
impossibility, relevant. A eventually responds to this last question (not doing so now though
22
connected would be problematic and potentially impolite), by another question and an account
rather than an answer about where he is. His rhetorical question in message 5 retrospectively
categorizes the ongoing event as a ‘near miss’, marking the occasion as gone and making an
encounter irrelevant, thus blocking any further move in that sense from B. He finishes his
message with a justification based on his current mobility. He is about to move away for
professional (and therefore non questionable) reasons, which implies that the current co-
proximity situation will dissolve anytime now.
The concept of ‘near miss’ reverses the definition of the term, which originated in air traffic
control settings to describe an unfortunate proximity between planes making possible a
collision, a particularly dramatic and fatal kind of ‘encounter’ which must of course be
avoided at all costs. In the Mogi setting, it characterizes an encounter which might have
occurred and should have occurred to a certain extent, but did not. So the ‘collision’ of two
players which their proximity projects is a positively valued event. What the near miss
category captures nicely in this context is the idea that not meeting after a co-proximity event
does not imply improper behavior (for which excuses and blame attribution would be
relevant), but constitutes a mundane and permissible course of events, for which justifications
might suffice if accounts are needed.
There are many ways for Mogi players to account for the non-accomplishment of a projected
encounter once co-proximity has been acknowledged and an encounter has become a salient
possibility. If there are many players around, as is the case in urban centers, the sheer
frequency of such occasions provides a good reason for evading them. There are also gender
issues. Female players are wary of meeting male members this way. Some declare that when
they get close to another player they often log out of the game so as to become invisible or
freeze the location of their icon so as to make their position meaningless with respect to
proximity inferences. Gendered concerns can be compounded by issues of place. Mediated
co-proximity may occur in a place which one of the participants considers to be her/his
territory and with respect to which she/he will be wary of any form of encroachment.
Foremost among such places is the home. The proximity of another player takes a different
meaning if one of the participants is a woman and if she is at home when it occurs. If the other
player is not communicating by text messages, she may perceive the co-proximity as a threat
and the situation as a case of what players have called ‘stalking’ (Licoppe and Inada, 2009b).
This incidentally shows how text messaging is so central to the game experience that a silence
is often considered impolite (it is better to log out of the game and ‘disappear’ altogether) and
23
even ominous in certain circumstances. It also shows how the definition of what may count as
transgressive behavior is shaped by the affordances provided by the game environment,
particularly those related to location awareness and communication. Alleged cases of
‘stalking’ may be rare, but they are treated very seriously by players. This seriousness
provides further evidence of how the collective management and enjoyment of occasions of
mediated co-proximity between players constitute a core tenet of their location-aware culture
and its moral order.
6. Conclusion
This paper has provided an analysis of the way many interactions and encounters in a non-
experimental and enduring location-aware community display a strong orientation towards
location and proximity concerns. It has showed how one of its crucial features is the public
character of positional data. Because players’ locations (i.e. absolute locations, as well as
relative locations with respect to one another) are available to various categories of other
members, interactional practices within the game environment have turned the noticing of a
player’s position by others into a mundane occurrence. Players orient towards the fact that
their location might be remarked and commented upon all the time. Such noticing is usually
performed so as to turn the current location of a given player into a meaningful event (e.g.
presenting such location as unusual, or remarking on an occasional co-proximity) which is
therefore worthy of notice. Location becomes a ‘mentionable’ item that can be discussed
between acquainted players. It is a ‘safe topic’ to initiate or fill an encounter. The semi-public
character of location and travel in the location-aware environment has thoroughly shaped
members’ sense of place and mobility.
Location awareness also provides users with resources and frames to recognize their mutual
co-proximity when they happen to be close while not co-present in any embodied sense. The
recognition of such mutual proximity at a distance can be performed in many different ways
in mediated environments: e.g. announcing a trip to the place of residence of the recipient,
and therefore a likely future co-proximity, by letter or by email, discussing mutual current
location and ‘discovering’ mutual co-proximity in mobile phone conversations, etc. However,
locative media which support collective location awareness significantly increase the number
of occasions for recognizing co-proximity and the shapes of what may count as such an
occurrence. Moreover, a general interactional device seems to operate in all these
environments. The mutual recognition of proximity either makes a co-present encounter a
24
relevant and expectable future course of action, or advances such a project. The particular
ways in which co-proximity are perceived and acknowledged and the projected encounter is
managed are, however, artfully adjusted to each setting and the circumstances of the occasion.
We have shown that such a device is highly relevant and operative in the Mogi location-aware
ecology, though reshaped to fit its particular conventions and resources (e.g. instances of co-
proximity are made visible in the game’s living maps and they can be seen by both
participants before any kind of conversation starts between them).
The management of proximity events and their potential consequences constitutes a strong
and even central concern for the members of the Mogi location-aware community. As soon as
they have logged on to the game (and regular users indeed stay connected most of the time),
they are exposed to the possibility of discovering that they are close to another member, and
this may occur many times a day for players living in dense urban areas even though the
overall number of players never exceeded two thousand in the whole of Japan. A whole
culture of proximity has evolved among Mogi players. It is made up of various emerging rules
and sense-making practices which precisely aim at harnessing the power of recognition of
mutual proximity and to regulate when, where, how and between whom mutual proximity can
or should be acknowledged and when the encounter it makes relevant should actually be
organized or evaded. Proximity is not treated as a current state of affairs, but as a performance
offered to the players for enjoyment and public assessment. Creating ‘artificial’ co-proximity
has even become a game within the game invented by users. It shows how important the
management of such occurrences is to their collective ethos as a location-aware community.
The research approach developed here which treats location awareness as a driver of new
forms of entanglement between place and sociality, of which mediated co-proximity events
are a striking example, will be relevant to the study of any kind of location-aware group
engaged in a collective activity. One can foresee how location-aware mobile service workers
or repairmen of the kind described in previous ethnographies (Orr, 1996) and discovering
their mutual proximity on their mobile communication devices might use it as a resource to
organize to have lunch together, for example, and talk shop. One can also anticipate the kind
of difficulties which might occur when partners or close friends become location-aware in this
manner. This would not be just for fear of control as is usually thought, but also because even
between benevolent participants, mutually noticing mediated proximities while wishing to
evade the face to face encounters whose possibility they make relevant may be a very delicate
and relationship-threatening matter when it involves an intimate person. The fact that Mogi
25
players subscribe to the game independently (i.e. usually not with their partner or their
friends) and keep Mogi-related relationships within the game environment as much as
possible makes a lot of sense. It may help to avoid the relational pitfalls involved in the
management of co-proximity events between ‘real life’ partners and long time friends.
Nevertheless, as computing becomes more ubiquitous and location-based technologies
become widespread, supporting various forms of location and proximity recognition, the
social management of mediated co-proximity, entangling place and encounter on the one hand
and mobility and sociality on the other, will become a more and more salient concern for the
forms of life who will evolve in such information ecologies. The Mogi game and the culture
which has developed among its players may seem peculiar in some respects, but the issues
that it addresses are very general and central to our understanding of the future uses of
locative media.
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