Mediated proximity and its dangers in a location-aware community: A case of ‘stalking’
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Transcript of Mediated proximity and its dangers in a location-aware community: A case of ‘stalking’
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Mediated proximity and its dangers in a location-aware community:
A case of ‘stalking’
Christian Licoppe and Yoriko Inada
Final version of this draft was published as:
Licoppe, C., & Inada, Y. (2009). Mediated co-proximity and its dangers in a location-aware
community: A case of stalking. In de Souza e Silva, A., & Sutko, D. M. (Eds.), Digital
Cityscapes: Merging digital and urban playspaces, New York: Peter Lang, pp.100-126.
Introduction
The development of location-aware systems has been understood as a promising and original
way to enrich urban experience and mobility-related practices by articulating a mediated
plane of interaction (through screen-based devices) provided with location affordances, and
the ‘real’ plane of mundane, embodied, presence-saturated activities. Location-aware
technologies in action engender ‘hybrid ecologies’ (Crabtree & Rodden, 2007), and may
usefully be described as ‘technologies of spatiality’, constituting new types of relationship
between experiences of place and space (Dourish, 2007). Some pioneering experiments in
location-aware gaming, such as those of the UK-based Equator consortium (Uncle Roy all
around you or Treasure), have shown through a combination of computing innovation and
social science how players develop tactics and strategies that combine reconstructed
experiences of urban mobilities (through ‘sensitivity’ to network connectedness) and
incorporated knowledge of real cities in their navigations of virtual representations (Barkhuus
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et al., 2005). Because such games are played on a relatively small geographical scale they
enable encounters in which players are confronted simultaneously with other players in the
physical space, and with their virtual representation on screen in the digital game.
The study of such games may not be fully satisfying if one is interested in grasping
empirically what the experience of location-aware, city-based social life might be about. The
settings were mostly experimental trials, with two consequences: a) users played the game
once, or at most a few times and b) the gameplay had a relatively limited spatial extension
(that of a campus, or a neighbourhood). The short time scale on which they were played
prevented players from ‘inhabiting’ or ‘dwelling’ collectively and enduringly in the hybrid
ecology of the gameplay, and evolving into a location-aware community with a specific,
interactively stabilized, normative culture, as in massively multiplayer online games
(MMOGs) (Steinkuhler, 2007) or commercial location-based services such as Dodgeball
(Humphreys, 2006). The limited space extension makes the issue of coordinating onscreen
visibility and co-present encounters more salient. If the game is played across an extended
city or a whole country, a lot of the coordination that location-awareness enables will happen
at a distance, beyond the range of co-present interaction.
In this paper we analyse a commercial location-aware collection game named Mogi
that was played throughout Japan between 2003 and 2006. Such a research setting provides an
invaluable vantage point from which to understand how a location-aware community may
develop a particular location-sensitive culture. In a sense, we had the opportunity to perform a
‘virtual ethnography’ (Hine, 2000) of a location-aware community. Beyond the specifics of
our case study, many of our observations are more generally relevant to collective behaviour
in any location-aware setting.
Among the many events which may occur in location-aware ‘hybrid ecologies’, we
have found that ‘mediated co-proximity events’ in which players ‘discover’ their mutual
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proximity through location affordances (that make location available and promote awareness
and accountability of positions) are especially important for two reasons: a) this is one of the
most frequent forms of location-based social ‘encounter’ in such environments; and b) the
proper management of mediated proximity events (recognizing being close through the
location awareness affordances) constitutes the kind of interactional order on which location-
aware public spaces rest (Licoppe, 200). For instance, the co-occurrence of two players on
their mobile phone screen is expected to be noticed (especially when the distance between
them is small and even more so when one of the players is at home). Moreover, awareness of
mutual proximity projects a face-to-face encounter as a relevant (but neither unavoidable nor
necessary) outcome, whose occurrence or non-occurrence is usually managed through text
message interactions.
Mediated proximity events may run awry. When they do, how do they go wrong? How
are cases recognized and assessed as problematic? How are suspicious proximities managed?
What kind of collective action may develop in response? How is such collective participation
framed by the location-related resource and constraints of the game platform? These questions
offer resources for the analyst to understand the kind of interactional order that characterizes
location-aware hybrid ecologies. For instance, in some particularly suspicious cases, the
situation might even be interpreted as an instance of ‘stalking’. Then the participants usually
try to figure out whether it is a chance occurrence or the consequence of some deceitful
manipulation of location awareness resources by an ill-intended player. ‘Stalking’ is one of
the main ways in which mediated proximity events may go wrong. ‘Stalking’ is a crucial issue
for any kind of location aware community, for it directly threatens the roots of the social order
that may develop there. More generally, the social management of unusual proximities is
bound to be a key concern in the politics of location aware communities. For if a public space
is defined by the way its members ‘appear’ in it (Arendt, 1958), the specificity of a location-
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aware society and the kind of collective good on which it rests are related to the ways
members may mutually appear as ‘proximate’ and manage such mediated proximity-based
‘encounters’. The purpose of this paper is to analyze in detail a particular instance of stalking,
and the type of collective action that emerges around it. We will describe the basic principles
of the Mogi game, and analyze in detail the text messages exchanged between three players
after one of them starts worrying the proximity of another player might be ill-intended.
1. Mogi: the basic principles of a location-aware public collection game
The Mogi game was developed by a team led by Mathieu Castelli at a French start-up
(Licoppe & Guillot, 2005). The game was commercialized at the end of 2003 in Japan by the
operator KDDI. The gameplay consisted in collecting virtual objects with a mobile phone.
Different types of collectible objects were continuously being designed and ‘placed’ by the
game designers. Each object belonged to a collection (all kinds of items were introduced by
the designers, some with distinctive spatio-temporal propertiesi). Completing a collection
earned points, and players were classified according to the points accumulated. Objects were
‘localized’ in the sense that users could act on them and capture them only when they were
within two hundred meters of their own positionii. In a nutshell, the idea was to create a
community of high-tech location-aware ‘hunter-gatherers’ whose activity was set in an
economy based on the bartering of virtual objects and a sociability based on text messaging.
Location-aware systems may provide different types of location information: position
of items and other players (in the geometrical sense of space coordinates), distance between
self and other entities, direction of others with respect to self, and names for the location of
other entities (Weilenmann & Leuchovius, 2004). The way in which such information is
implemented and presented in the graphic interface constitute an important resource with
respect to for the kind of collective behaviour that may emerge from playing the game. The
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Mogi game we studied provides distance and direction, so that it allows the perception and the
monitoring of the relative positions of players and items within the game plane. For location
purposes, the players rely on a special interface available on their mobile phone, the ‘radar’ It
features a map of all game-related resources within a radius of 500 metres. Such a map
represents the player's environment, with his or her pictogram in the centre of the mobile
screen, surrounded by those of the other players and virtual objects within that range. The
‘closest Mogi-friend’ is indicated at the bottom of the screen, with the person’s distance, even
if it she/he is more than 500 metres away. These data are updated with each server request.
Figure 1: The radar interface represents the local map of the game around the player.
The functionalities of the game are accessible from the main menu. The five most
important are:
1. The ‘radar’ interface. By clicking on a sufficiently close object on the map the player
can pick it up by launching a collection module. Clicking on a player’s icon on the screen
opens a window for text messaging.
2. The module dedicated to text messaging. The addresses and messages exchanged are
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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).
3. The exchange and transaction module (for exchanging objects missing from one’s
collection).
4. The user profile: players can choose to make visible all or part of the items in the
inventory of objects that they possess, as well as their type.
5. Public ranking classification of players according to the number of accumulated
points. This ranking is frequently consulted by players and encourages competition between
them.
It is also possible to log onto Mogi on a PC, from a website. In this case the interfaces
and functionalities are different. The Web interface includes a chat function not accessible on
mobile terminals. Its main function is to allow PC-based players to visualize maps on all
scales, showing other players and items throughout the current gameplay (i.e., all of Japan).
PC players can pinpoint the position of highly coveted objects or unusual movements of
known players. This is well known among Mogi players and has the very important
consequence of turning them into a location-aware community.
Location awareness is accomplished in two ways:
- through the GPS system, which localizes features with a precision of 3-10 meters.
- through cell triangulation which has a precision of a few hundred meters. In this mode,
locations can still be represented in the game maps but they can not support precise
forms of monitoring, for the represented location may be a few hundred meters away
from the ‘actual one. Players called this mode the ‘Kanisokui’iii
.
Since the two modes are available, players are able to switch from one to the other
whenever they wanted to.
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Most players avoid meeting face-to-face and often avoid proposals to do so. They
likewise rarely exchange their mobile email addresses, so that most of their text messages are
sent and received on the game-dedicated text messaging system. Therefore, the social
interactions that are initiated in the course of Mogi playing are mostly kept within its
infrastructure.
2. On-screen co-proximity events and their dangers
The location affordances provided within the Mogi gameplay allow their positions to become
a public feature within the community of players. They also provide players with a sense of
whom and what is close to them, and how close, i.e. mediated proximity (mediated by the
screens and applications of computers or mobile phones). Mediated proximity occurs between
individuals who cannot see one another in the usual, embodied way. This leads to original
forms of ‘encounters’ that elsewhere we have labelled ‘onscreen encounters’ (Licoppe &
Inada, 2006). Since locations are treated as ‘public’ information within the community of
members (in the sense that players orient towards the possibility that other players may be
monitoring and remarking upon their location at any time), such ‘co-proximities’ are also
‘public’ in the same sense: they can potentially be noticed and remarked upon by other
players. Mogi is particularly interesting in that respect, because it provides players with many
opportunities to assess their mutual distance as a form of proximity (two players consider they
are ‘close’ when they appear simultaneously on their mobile phone ‘radar interface’. Players
have even given such events an English name, that of ‘near miss’ Mogi players have
developed conventional ways to notice such encounters, plausible reasons to account for not
noticing them, and social rules determining proper ways to behave when engaged in them,
such as expert players having to notice new players when they are co-proximate, and to give
them one item of small value as a kind of goodwill gift (Licoppe & Inada, 2006 ; 2009).
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Some players may nevertheless display a negative orientation towards mediated co-
proximity events. They will display this by immediately logging out of the game when
another player close to them logs in, to avoid the interactional consequences of such a co-
proximity event. Players who ‘discover’ another one close by, and see her/him logging off in
this way, may infer that such behaviour is likely to be a response to their occasioned ‘co-
proximity’, in the form of a deliberate effort to break away from it. As one player recalls: “I
suppose this person was at home. When I got to about three kilometres from her, she logged
out. I went on driving, and when I got far from her, she logged on again. It may be too much
to deduce that from such limited cues she mistook me for a stalker, but still…”
Goffman (1971) has shown that the routine management of the interactional order
necessarily t provided resources for ill-intended persons to use the way we usually disattend
‘normal appearances’, to manage impressions and fabricate deceitful frames of interaction.
Since one peculiarity of the Mogi public order of interaction is precisely the proper
management of screen-mediated co-proximity events, it is not surprising that participants may
occasionally treat them as potentially threatening. This happens when one of them feels he or
she has grounds to suspect that the other player involved got close on purpose and not by
chance. In the Mogi players’ vocabulary, such behaviour is ‘stalking’. This is slightly
different from the usual English sense, which implies the idea of repeated breaches of
intimacy.
3. A potential case of ‘stalking’: detailed case analysis
Our research is based on interviews with the players and on analyses of the messages
exchanged by players on the game server. The game designers gave us access to that corpus
after changing all names of players and places to ensure anonymity. From this corpus we
extracted one significant case of proximity between players that was treated as a possible
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instance of ‘stalking’. The player who felt threatened was a young female player (so that
stalking appears to be a highly gendered issue), who happened to be at home. Home is a
special place, even in such a ‘hybrid ecology’, and the suspicious proximity of another player
becomes all the more unwarranted and potentially threatening. The case was resolved without
any harm occurring to the ‘threatened’ player, and without any proof of wrongdoing on the
part of the ‘threatening’ player. The case I analyze here started rather late, with the player
Aki, a teenage girliv
, at home
3.1.The public framing of a co-proximity event as a potential case of stalking: between
compassion and indignation
1. Aki to Ben (22:35:21): I’m going away v because there’s a Mogi player very very close
vi to
my home and it scares me (2 ‘sweat’ pictograms)
2. Ben to Aki (22:41:04): It’s a good thing you noticed ((‘impatient’ smiley)) You must
always be careful because you’re a teenage girl ((‘angry’ smiley))
3. Ben to Aki (23:01:59): You didn’t get into troublevii
4. Aki to Ben (23:04:18): I’m here ((‘cunning smiley’, hand and twinkling
pictograms))
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In message 1, player Aki informs player Ben, one of her Mogi friends, that another
player is very close to her home. She uses an expression that means extremely close or
surprisingly close. This may count as an “extreme case formulation”, used in ordinary
conversations to objectify the facts which are discussed and to warrant accounts and
complaints (Pomerantz, 1984). This particular form of assessment is followed by the
formulation of an emotional state (‘it scares me’), which thus appears as a consequence of
such uncalled-for proximity. Message 1 can be seen as a first mention of a new topic; it
constitutes the current situation as a problem that is to be talked about and shared with another
player from her team who lives a thousand miles away.
The situation is constructed as problematic on two different levels which call for two
different types of response and involvement from the recipient: a) a breach of propriety and
privacy, that requires others to help her to assess the facts and the extent of the threat and, if
necessary, more work to impute responsibility and claims for reparation in order to restore a
sense of justice; and b) as a threat to her as a person, which makes her suffer. The display of
her suffering then prompts fellow players to display related emotions, support and care. These
two regimes of involvement have been described by Boltanski (1999) in his analysis of
responses to public displays of suffering (particularly at a distance), where he called them the
‘regime of justice’ and the ‘regime of love’.
This is given as the reason for her announcement that she is logging out. Ben responds
with two separate messages expressing concern. In message 4, about twenty minutes after
message 1, she announces that she is back. The expression she had used for logging out meant
‘I am going outside’, while the expression she uses to inform him that she has logged in again
is a conventional formula, routinely used in Japanese to mark the action of entering home. It
is addressed to members of the domestic communityviii
and displays co-presence-related
obligations to it (Bonnin, 2002). The use of such expressions to describe game-related actions
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precisely, when another player is potentially infringing, through his embodied proximity, on
her home as a physical and personal place, posits ‘being home’ as a complex and hybrid kind
of experience. It combines a sense of being at home in a familiar, domestic place, while also
being ‘home’ in the gameplay, connected to one’s Mogi friends through the mediation of
maps and text messaging. Feeling comfortable ‘being at home’ in such a hybrid ecology
depends on a proper management of the boundaries between home as a locale (and the locus
of a certain type of embodied experiences), and home as a locatedness within the spatial
distribution of location resources provided with Mogi. The unwanted and mysterious
proximity of another, little-known player, threatens to disrupt the very possibility of
articulating the two kinds of experience in a single, ‘being-at-home-and-connected-to-Mogi’
experience, which is both ‘domestic’ and public. How does the recipient react, beyond his
initial shows of concern?
5. Aki to Ben (23:04:50): I did not get into any trouble ((satisfied cat, and two
musical note pictograms)) miaoww
6. Ben to Aki (23:05:52): Seriously, this is scary ((smiley marking failure)) Fortunately,
nothing happened to you. ((‘smiling’ smiley and ‘two hearts’ pictograms))
7. Aki to Ben (23:06:52): Thank youix
(( ‘cunning’ smiley, curved arrow pointing
upwards spark)) I wonder what he meant to do ((‘embarrassed’ smiley))
8. Ben to Aki (23 :07 :48): Who was he
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9. Aki to Ben (23:11:00): He is someone called [X] ((‘embarrassed’ smiley and
teardrop))
10. Ben to Aki (23:15:47): It is really scary ((‘disappointed’ smiley)) Be careful for there
are all kinds of people. ((index finger pointing upward))
After Aki has logged in again, she goes on exchanging with player Ben about the
previous situation. In message 6, Ben provides an assessment of what has happened as
something scary, marking it as an occurrence that deserves attention and scrutiny. Moreover,
through the imputation of ‘scariness’, he performs an alignment of his emotional state with
hers. He is displaying his experiencing of similar emotions at a distance, that is, being scared
by proxy, before expressing pleasure in the fact that by chance nothing seems to have
happened to her. In a sense, he is still responding to her display of anxiety in message 1, in the
emotion- and empathy-oriented regime engagement.
This alignment makes it sequentially relevant for her to move back to the other
form of involvement that she has prompted. She reorients their exchange from the
construction and display of a compassionate engagement by Ben, towards a discussion of the
intention of the alleged ‘stalker’ (messages 7-9). Ben stays in tune by moving towards
generality and potentially associating X with a class of dangerous persons (Message 10). This
work of de-singularizing the unknown player, of assessing his intentions and dispositions in a
more objective way, and of generalizing the case at hand as one encounter among many
possible others of the same kind, is relevant to a justice-oriented treatment of the problem, in
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the name of the collective good of the Mogi community. Aki and Ben therefore alternate
between the two possible treatments of others’ suffering, the grammar of compassion (where
a legitimate claim is actualized by the surge of emotion, through displays of empathy and
solidarity between equals, confronted to a singular situation), and the grammar of
‘denunciation’ which calls for justice and requires objectification and qualification of facts
(Boltanski, 1999).
Things could have remained this way, had X moved away. But this is not the case. It
will lead to a greater involvement of Ben and even another player in support of Aki, as we
will now see.
3.2.The escalation of involvements in support of the allegedly ‘stalked’ player
11. Aki to Ben (23:22:04): He’s still close ((two ‘sweat’ pictograms))
12. Ben to Aki (23:23:46): Is he? ((upward pointing index finger)) I’ll also watch this [X]-
I-don’t-know-who by putting him on my list of Mogi friendsx. ((upward pointing index
finger)) He’s about 200 metres from you ((sweat or teardrop))
13. Ben to X (23:26:28): What are you doing Go play Mogi in other places ((upward
pointing index finger))
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14. Ben to Aki (23:35:51): Right now he’s vanished ((upward pointing index finger)) I’ve
sent him a message of warning but be careful in any case ((embarrassed smiley))
16. Aki to Ben (23:41:22): What did you tell him
20. Ben to Aki (23:44:36): I told him to have fun elsewhere but he didn’t even answer this is
worrying (upward pointing index finger) I’m sorry (teardrop or sweat) I’ll watch
the radar for you until 12:00p.m. So you can play without worrying until midnight.
22. Aki to Ben (23:45:27): Thank you (two sad smileys)
In message 11, Aki indicates that X has stayed close and repeats her expression of
anxiety through the ‘sweat’ pictograms. Such a repetition can be interpreted as a summons,
calling for relevant actions, as yet unaccomplished (Schegloff, 1972). Ben treats it
accordingly, by uttering a list of the actions he will now take in support of Aki. First he
announces that he will put X on his list of friends, which will allow him to monitor the
location of X, and to assess the relative positions of X with respect to Ben (which is probably
done on the spot, considering the end of message 12). It is remarkable that he will do this
from a distance, since he lives one thousand miles away, on another island altogether. Second,
he takes the initiative of addressing X directly, sending him a message inquiring about his
current intentions, and enjoining him to move (message 13)—a message which will
eventually be left unanswered. He then almost immediately informs Aki that he has text-
messaged a warning to X (message 14), and she responds by asking him what he wrote
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(message 15). These two different actions radically alter his ‘footing’ in subtle ways. His
monitoring of the relative locations of the two other player turns him into a sort of
‘overlooker-at-a-distance’, while being a ratified distant participant in a two-way open
interaction (with respect to Aki), and a bystander requesting attention and ratification of
communication rights (with respect to X). His actions clearly display an increased
involvement with the situation. This escalation is sequentially relevant, for it is accomplished
so as to appear as a response to the summons in message 14.
His telling her what he told X in message 20 triggers further mention that his message
to X was left unanswered, immediately followed by a reassessment of the case as serious.
This orients towards a general assumption of players that, in a situation of mediated co-
proximity with another player, one is entitled to infer from that player’s silence that he or she
might harbour ill intentions. In a social world where location-related information is public,
players expect that their positions may be noticed and remarked upon, so that they might have
to account for them, especially when they are noticeably close to another player, as in the case
of co-proximity events. Ignoring such requests opens the way to suspicious inferences, and
warrants seeking the support of other players. Therefore, everything that has happened in the
previous messages between Aki and Ben (Aki’s displays of emotion and concern, her
repeatedly seeking Ben’s involvement, his own involvement) is made retrospectively
legitimate in some sense by Ben’s mention of X’s lack of response. This provides a sequential
slot for one more display of involvement by Ben, who promises that he will monitor the
‘geographical’ situation until late into the night. Aki acknowledges and ratifies this escalation
of Ben’s involvement by thanking him for it, with an explicit mention of his name that
personalizes her thanks. Her marks of gratitude are responsive and adjusted to the multiple
signs he has given of increased concern and involvement (message 22).
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We have chosen to arrange messages according to the time they were logged in the
server. Readers may have remarked that extract 3 is therefore missing a few messages. What
happened was that in between her messages to Ben, Aki had been ‘talking’ to another player
Chiba (a male player, who is often in the same area as her, and who belongs to the same team)
so that another thread of messages was interwoven with the Aki-Ben thread. We will now
include it into the analysis.
3.3. Involving a third party in the micromanagement of the threatening situation: the
emergence of collective action
15. Aki to Chiba (23:39:51): I did itxi
((tired smiley, two sweat pictograms))
16. Aki to Ben (23:41:22): What did you tell him
17. Chiba to Aki (23:41:57): If one uses Kani Sokui one cannot know one’s exact
geographical location ((sweat pictogram))
18. Aki to Chiba (23:43:20): I didn’t know that (tired smiley, two sweat pictogram).
In fact, Ben warned him. ((tired smiley, teardrop or sweat))
19. Chiba to Aki (23:44:22): Who’s that person xii
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20. Ben to Aki (23:44:36): I’ve told him to have fun elsewhere but he didn’t even answer this
is worrying ((upward pointing index finger)) I’m sorry ((teardrop or sweat)) I’ll
monitor the radar for you until midnight So you can play without worrying, until midnight.
21. Aki to Chiba (23:44:55): The person’s name is [X] ((upward pointing index,
teardrop or sweat))
22. Aki to Ben (23:45:27): Thanks. ((sad smiley))
In message 15, Aki informs player Chiba that she has logged in again. He replies in message
17 with advice of using ‘Kani Sokui’. This shows that she has been communicating with
player Chiba before, probably through their mobile mail addresses However, after she has
logged in again, they exchange messages through the Mogi game server.
Message 17, which refers to her logging back in, is presented as a general Mogi-
related matter, so that it can be directly applied to the situation at hand (and the ‘one’, in ‘one
cannot know one’s your exact location’, may be replaced by X and more specifically Aki, as
pronouns are often omitted in Japanese). Both an older and a more experienced Mogi player,
Chiba adopts a stance of epistemic authority towards Aki. Message 17 is an advice, or more
probably the rationale that underlies a prior advice. It has protective undertones. She replies to
him by acknowledging receipt of that information, marked as new, and goes on mentioning
that Ben has tried to get in touch with X by sending him a message. This item of knowledge
about Ben acquires newsworthiness performatively, through the very utterance that mentions
it. Chiba is thus informed about what has been going on between Aki and Ben. What Ben
does is posited by Aki as relevant to Chiba’s perspective and actions. Aki actually invites
Chiba, who is also supportive and involved, as a party to a form of emergent collective action:
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by not orienting immediately to this piece of news and asking instead about the identity of X,
Chiba somehow acknowledges Aki’s proposed involvement of him as a potential bystander to
her exchanges with Ben., while he displays his readiness to be involved by his orientation
towards getting all the facts of the case.
23. Ben to Chiba (23:47:32): It seems there was a player that came very close Aki-san is
scared. Chiba-san you too help her. ((flexed arm))
This is about the moment that Ben chooses to try on his own to involve Chiba in support of
Aki (Message 23). The way he does it mimics the message through which Aki initially tried
to involve him (Message 1), but in an indirect quotation mode. He mentions the great
proximity of a player to Aki as something reported to him (and therefore worthy of attention
and scrutiny), and goes on by describing the emotional state of Aki. The message replicates
once again that particular structure inviting involvement which moves from a ‘factual’
statement (which may trigger inquiries about the characteristics of the situation, prior to an
understanding of which collection of facts it fits into) to an emotional account (which may
trigger solidarity-based displays of concern and responsive emotions from equals or peers).
Ben follows up with a direct request for help. The fact that it is addressed to Chiba is
(implicitly) warranted by the fact that Ben knows that Chiba lives close to Aki, and is a
member of the same team and a respected player. Ben tries to enrol Chiba in support of Aki.
The request is not openly granted but positively acknowledged through Chiba’s thanks to Ben
(personalized with an explicit mention of Ben’s name). However in between, we find a
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complex entanglement of the two interaction threads, which furthers the emergence of
collective action.
3.4.Collective mobilization of a triad of ‘distant’ players: in defence of a common good
24. Chiba to Aki: (23:47:40): I don’t know him ((teardrop or sweat)) I hope it was just
by chance that he came close to you ((teardrop or sweat))
25. Ben to Aki (23:48:44): In case you feel that something might happen to you ask -Chiba-
san to help you. ((upward pointing finger)) the best thing is to run away ((raised
thumb))
26 Aki to Chiba (23:49:29): He was first at 1 km from me but then at 300 m from me!
Afterwards, I asked Ben and he told me he was at 200 m from me ((sad smiley))
27. Chiba to Ben (23:50:36): Thank youxiii
((smiling smiley)) Ben
28. Aki to Ben (23:50:38): I told it to Chiba-nii.xiv
((sad smiley, sweat)) since it scares
me I can’t do MogiMogi and still have fun. ((tired smiley, teardrop or sweat))
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Message 24 (sent almost at the same time as the message in which Ben tries to enroll
Chiba) and message 26 constitute an ‘adjacent’ pair within the Aki-Chiba interaction thread
that builds on the previous naming of X (in message 21). Chiba informs Aki that he does not
know X. Her answer (message 26) elaborates substantially on the details of X’s proximity, by
stating his successive and decreasing distances with respect to her (expressed distance with
actual numbers probably through the mediation of her radar interface). The successive
decreasing numbers aim to provide the recipient with a sense of how she experienced X’s
getting closer and closer to her (she uses the ‘noni’ conjunction marking opposition and
surprise). The latest and closest distance was actually provided by Ben, at her request: the
proximity of X is now shared and objectified. This elaboration of the description of the
situation, placed just after his wish that the whole thing were just a chance occurrence, works
to make that interpretation implausible. What has just happened is constructed as a serious
and urgent matter, which calls for attention, and probably the taking of some action.
Between these two messages, Ben had suggested to Aki that she should get in touch
with Chiba if this went on. He had then added that the best course of action on her part was to
‘move’, that is, to log out of the game altogether. Since she had already done that before, this
message was not meant to be informative. Instead, it pointed towards possible future
arrangements that she alone might accomplish. It can therefore be read as the end of the list of
the actions he had taken in response to Aki’s urgency-laden restatement of her ongoing
predicament (Message 11), that is, as a delineation of the limits to his current involvement.
28. Aki to Ben (23:50:38): I told Chiba-nii. ((sad smiley, sweat)) since it scares me I
can’t go on playing Mogi. ((tired smiley, teardrop or sweat))
21
In her response (message 28) Aki informs Ben that she has been exchanging messages
with Chiba and that she has also informed him of the situation (so that he may infer that Chiba
is also supporting her). To his marking the limits of his personal involvement, she responds
by broadening his perspective and placing him as one among two informed and supportive
players, that is, as a party to a larger frame of collective action (which is also a way to ‘free’
him of any guilt he might feel in logging out and leaving her alone). Interestingly, this is the
very moment she chooses to reiterate her expression of fright and to state that it makes her
incapable of playing or, more precisely, of playing and taking any sort of pleasure in playing.
Such a conversational move frames the ongoing situation as a more general issue. It
constitutes a potential threat to the kind of collective good that is at the core of the Mogi
experience (taking pleasure in playful use of geolocation affordances), and therefore to what
binds them as a social group within a particular kind of public space. Should the ‘stalking’ be
confirmed as such, and/or should they prove collectively unable to manage the kind of
situation that ensues from such a wild, mediated proximity, it could be impossible for
anybody to take pleasure in playing Mogi any more. Taking pleasure in playing Mogi together
and exploiting the resources of location awareness is precisely the collective good that binds
the Mogi players into a social group. What appears at stake is the very foundation of their
common world.
This reformulation of her plight occasions a reformulation of the collective
engagement and communication pattern of the three players.
29. Ben to Chiba (23:51:45): Okayxv
it’s a guy called [X].We’ll be wary of him ((upward
pointing finger))
22
30. Ben to Aki (23:54:27): Yes I told himxvi
too. ((upward pointing index)) He’s
watching now so it’s okay . ((happy smiley))
31. Aki to Ben (23:55:46): Thank you very much ((smiley with tears in the eye,
twinkling)) Ben is the hero of Aki. ((snake charmer, satisfied cat, two upward
pointing curved arrows))
In his response to Chiba’s thanks (message 24), Ben informs Chiba of the name of the
alleged stalker. Interestingly, he binds himself to Chiba by then stating that together they will
monitor what X does. He thus performs a triadic relationship in which he and Chiba constitute
a ‘we’, made of two peers, involved in supporting threatened fellow player Aki. In a sense,
message 30 closes the interaction loop. It brings about a situation in which not only are all the
pairs in the triad communicating through text messaging, but each member of the triad also
knows that the other two are doing the same thing, and that they know he or she knows. .
They make a kind of public space in which what is said between two parties is not directly
available to the others but may legitimately be mentioned at any time by any of them.
Chiba’s answer to Ben starts by “thanks” which are made heavily emotional by the
adjunction of expressive pictograms (smile plus tear in the eye). They are also followed by a
performative statement which qualifies Ben as her hero. This assessment is both retrospective
(for what he has done to support her) and prospective (for he and Chiba will now monitor the
evolution of the situation and she is not alone any more in her confrontation with the alleged
stalker). They have become a triad engaged in the joint project of managing the ongoing,
23
potentially threatening situation in which members play different roles. Ben (and implicitly
Chiba) have become knight-heroes in two senses: they defend her (as she increasingly adopts
the stance of the damsel in distress, through her use of cute invented transformations of
ordinary words that we cannot render here), and they defend the Mogi experience and
community by involving themselves in the management of the very kind of situation that
threatens it most.
3.5. Closings and closure
The Ben-Chiba interaction thread
A first indication that the situation is moving towards some kind of stabilization is the fact
that Ben and Chiba will exchange only one more message, a few minutes later.
36. Chiba to Ben (00:01:00): In Tokyo and around Tokyo there are sometimes ‘near
misses’xvii
. ((teardrop or sweat)) It happened a few times to me too and I had to be
carefulxviii
((sweat)) particularly when the other is ((face of a woman))
((tired
smiley)) in any case Aki temporarily uses the Kanisokui mode as I told her to do and one
won’t be able to locate her ((upward pointing index)) It may be by chance but let’s watch
what happens ((sweat)) Anyway it’s better to be in control ((angry smiley))
That this is the ‘last’ message in the thread is significant in itself. The absence of any
message after this one shows that the situation no longer calls for active re-elaborations of
their joint involvement. The urgency is ebbing away. This is also a ‘last’ message in the sense
of being both a summary of the situation and of the way it may be assessed, and a formulation
24
of what they have accomplished so far. Chiba assesses the situation as one that is a very
general feature of Mogi and to which players have even given a name (‘near miss’). He goes
on by recalling occasions when he himself was involved in such situations. Such events are
therefore common and potentially dangerous; they are characteristic of the Mogi experience.
Since they may threaten the interaction order of the Mogi community, they require careful
management, particularly when gender is a concern. Conversely, to become a proper member
of the Mogi community, one must develop an awareness of the interactional consequences of
co-proximity events and learn to make the proper moves (such as not keeping silent when
close by, so as to reassure the other player). Specific skills that deal with the management of
mediated proximity must therefore be learned, internalized and embodied.
The reformulation of the way they have managed the situation so far mentions that
Chiba has strongly advised Aki of using the cell mode of localization, which provides her
with resources to avoid unwanted proximities. Although the case at hand may be a chance
happening, nothing is sure, and because of this uncertainty, further monitoring (by the ‘we’
that Ben and Chiba now constitute in their support of Aki) is called for. This ‘we’ has also
invested itself with the larger responsibility of managing the ‘near miss’ situation properly for
the sake of all other players (because this is posited now, at this stage of their exchange, as a
very general problem of the Mogi experience). As a particular kind of conversational device,
formulations are interesting as much for what they delete or omit from previous talk as for
what they make salient (Heritage & Watson, 1979). In this case a direct reference to X’s
current location is omitted, which shows that it may be relevant enough to be monitored, but
is not so urgent that it would have to be treated immediately.
The Aki-Ben Interaction thread
25
33. Ben to Aki (23:57:41): Your hero can only take care of you until 12:00p.m. sorry
(teardrop or sweat) Aki when Chiba-san and I log out do so too ((upward pointing index))
35. Aki to Ben (00:00:32): Okay I will do what you say ((satisfied cat, twinkling))
Thank you . ((two hearts, one big one small))
The interaction thread between Aki and Ben also provides markers indicating that the
situation is stabilized. Ben responds to message 31 in which Aki has dubbed him her hero by
noting the limits of his involvement (it will not last beyond midnight, when he plans to log
out) and by urging her to do likewise when her two ‘knight-heroes’ disappear, to keep on the
safe side. Referring to future arrangements is a powerful resource to move an interaction
sequence towards closing (Schegloff & Sacks, 1973). In a sense such a pre-closing move is
acknowledged and ratified by Aki in message 35, in which she agrees to do what he
recommends and thanks him for it. But it will actually take about twenty minutes and ten
messages for Aki and Ben to collaborate in the closing of their interaction thread and
eventually take leave of one another. That such closing work is accomplished jointly and in a
playful manner (it will involve at least one more joking exchange), testifies visibly to the fact
that for both of them the situation is currently under some kind of control (all the more so
because, as Ben will recall before closing, even if he leaves, Chiba will still be watching).
The Aki-Chiba Interaction thread
26
Hence, the only thread that continues after 12:30 a.m. is that between Aki and Chiba. Here we
also find strong signs that some kind of resolution has been taken. We will now consider only
two short but telling sequences in that rather long interaction thread.
37. Chiba to Aki (00:04:21): Such things happen sometimes in Tokyo … ((sweat)) I had
to be careful too especially when the other is ((face of a woman)). ((teardrop or
sweat)) regarding him I will watch him closely for some time so be reassured [Aki’s ‘real life’
first name]. ((sweat)) Ben also supports you.
39. Aki to Chiba (00:06:53): Yes ((figure with raised hands in joy, upward
curved arrow, twinkling)) I am reassured for I am supported by the two heroes on which I
may count ((kissing smiley, dash))
In the first one, Chiba tells Aki about how her predicament is common in Mogi, and recalls
how he had to behave when he was himself a party to similar occasions. This assessment of
the current situation as an instance of a general case echoes the last message he sent Ben. He
goes on, using her ‘real life’ first name, by reminding her that the situation is now properly
managed for he will monitor X, and that Ben also supports her. Aki responds to this summary
of their current involvement by stating explicitly that she is reassured (and therefore not
frightened anymore), since she is now supported by her two heroes (which shows that, sixteen
minutes after her last message of alarm, message 28, their joint action and collective
mobilization led to a proper way of managing the potential threats of the ongoing situation).
In another sequence, just a few minutes later, they even put the whole thing behind them, so
to speak.
27
47. Aki to Chiba (00:18:06): It seems it is a player who has just begun he may not come back
((kissing smiley, two sweat pictograms)) Laugh
49. Chiba to Aki (00:20:56): I hope it is the case ((upward pointing index, smiling
smiley))
50. Aki to Chiba (00:22:50): When one gets very close it’s scary ((index, teardrop or
sweat)) With Popeye-sanxix
I go to the same store ((embarrassed smiley))
Aki starts message 47 by labelling the player X a newbie, and indicating that he may
not come back. This retrospectively suggests that he is not as close now, or not visible, so that
the current situation is not as threatening (thus contributing in another way to resolving the
tension) and suggests a retrospective assessment of the ‘near miss’ ‘encounter’ as a chance
occurrence. After Chiba’s non-committal but hopeful response, Aki starts recalling another
experience of extreme proximity with another player, which made her uneasy. It links the
current situation to her previous experiences of mediated co-proximity, which proved
harmless but left her ill at ease. The allegedly threatening situation is now looked at as
something which is more in the past than in the present, and which may be linked to accounts
of similar experiences. This suggests a possible re-qualification of what just happened as
another slightly disturbing but eventually innocuous ‘near miss’ occurrence. Aki and Chiba
will indeed stop interacting after two more messages. Thus, closings coincide with a form of
closure.
28
This is the interpretation that eventually prevailed. In an interview with Aki, months
later, she recalled that there was a player with whom she had never talked before, who moved
closer and closer to her without responding to her messages (she was actually referring to the
case above). Because this frightened her she asked for help from her Mogi friends. She now
supposes that, given the nature of her surroundings, he must have been on a bike to be able to
move through the narrow streets. She is not suspicious of the intentions he might have
harboured anymore, which is consistent with the type of emergent real time closure that could
be observed in her interactions with her Mogi friends.
4. Concluding comments: ‘involvement paths’ in suspected cases of stalking
Our study provides a window on the experience of living within a location-aware community
which has lasted long enough to develop a meaningful culture of proximity. The foundation
of such an experience (and culture) is the fact that players treat their location as public. They
orient towards the fact that at any time other players may ask them to account for their
location. A direct consequence is the fact that the relative proximity of two connected players
is also a kind of public occurrence. It is visually available to the two concerned players as
well as others (other mobile players who are close enough, or PC-connected players anywhere
who might be monitoring the gameplay at the time).
Therefore, a key feature of the game is the way it affords many opportunities for the
players to ‘discover’ their proximity. Social proximities are embedded in a normative order.
For instance, it is a very general property of social interaction that the recognition and
management of ‘co-proximity events’ enact the relevance of possible face-to-face encounters
(Licoppe, 2008). However, the procedures through which such ‘co-proximity events’ are
practically managed are highly specific to the social and cultural settings in which they occur:
they interweave interaction, mobility and sociality in ways that are locally meaningful.
29
Because they project face-to-face encounters as relevant potential outcomes, co-proximity
events are also fraught with danger. That they might be threatening to the participants is both
a cause and a consequence of their social and cultural significance.
Location-aware systems that render locations visible to their users afford increased
opportunities for users to ‘discover’ original forms of mediated proximities. In the Mogi case,
a ‘co-proximity event’ becomes threatening if it is treated as an instance of ‘stalking’. Instead
of being a fortuitous occurrence, one can suspect the observable mediated proximity to be an
intended consequence of the other player’s actions. Behaviours such as getting very close to
another player and eluding any attempt to communicate by text message are open to
suspicions of stalking. It is important to note that such behaviours run counter to the
expectation that locations are public and accountable data. This is why remaining silent when
nearby makes one’s presence unaccounted for, possibly on purpose, which warrants
suspicion, and also why ‘stalking’ defined as such is a transgressive behaviour and a serious
collective issue.
This case study shows how a local proximity event experienced by two players might
be turned into a cause involving other players. As the primarily concerned player said in one
of her messages, what was at stake here was her very ability to enjoy playing Mogi and
finding pleasure in the use of its locational affordances. This was how she described both her
individual plight and a threat to the collective good on which the Mogi community of fellow
players is founded. The situation could thus be made relevant to any of them.
When ‘stalking’ is a possibility, a common response is for the suspicious player to log
out from the game altogether. But despite feeling threatened, she remains connected. The
suspected case of stalking was turned into a cause, leading to the involvement of several other
players and to the emergence of a collective action in support of the ‘threatened’ player. Such
a collective enrolment follows a relatively ordered ‘involvement path’:
30
a) The primarily concerned player describes her plight to several other players, in a
way that constantly juxtaposes on the one hand a description of the current situation as
potentially deviant (mentioning the increasing closeness of another player and his silence, i.e.
he does not send or answer text messages in which he might account for his intentions or
behaviour with respect to the ongoing co-proximity event) and, on the other, an assertion of
her emotions (she says she is scared).
b) This proves effective in eliciting responsive displays of engagement by her
recipients. They make their enrolment accountable with respect to two general, commonly
shared ‘grammars of involvement’, relevant to displays of suffering ‘at a distance’ (Boltanski,
1999): involvement based on potential indignation and claims for some kind of justice (which
involves getting the facts of the case right and repairing the situation) and involvement based
on empathy and solidarity (in which fellow members are deeply moved and invited to
empathic displays of concern and care). Significantly, the repetition of the ‘moving’ message
in which the first player described the ongoing situation and her emotional plight was
construed as a request for increased demonstrations of involvement by recipients, endowed
with summoning power. It was successful in the sense that the concerned players took some
new actions which they immediately described.
c) While the grammars governing the involvement of other players are commonly
shared and could in principle be used in any kind of problematic situation, the actions they
accomplish to demonstrate that involvement depend on the gameplay, the symbolic meanings
evolved by the location-aware society that inhabits it, the affordances the technological
system provides, and the contingencies of the situation: messages to the potentially offensive
player, monitoring the distance between the ‘dangerously’ proximate players (thus
deliberately exploiting the public character of locations), and looking for the support of other
31
players because they are more experienced or because they live close to the place where the
co-proximity event occurred.
The case study also empirically demonstrates how collective action and a distinctive
pattern of roles in the small community of involvement emerged together: the three players
eventually collaborated to posit themselves as two knight-heroes coming to the aid of a young
damsel in distress. This provided a playful narrative frame that both confirmed and made
sense of their current involvements and the cause around which they revolved: saving the
specific kind of collective good that binds the players together into a community, that is,
being able to take pleasure in the public use of location-awareness features within the Mogi
gameplay.
Potentially dangerous co-proximity events are occasions on which expectation frames
and location-specific competences are tried and collectively shaped and learned. Cases of
‘stalking’ are socially and politically crucial. The very possibility of ‘stalking’ depends on the
way locations are treated as public in the Mogi gameplay. It derives from the particular way in
which players ‘appear’ to one another, which is constitutive of the Mogi gameplay as a public
space, in Arendt’s sense. Any potential situation of ‘stalking’ is therefore a threat to the local
interaction order and may be turned into a cause publique. Although the actual procedures to
properly manage co-proximity events and cases of ‘stalking’ are likely to be specific to the
location-aware settings in which they occur, the following issues we have identified in the
Mogi case can be generalized to any location-aware collective activity for which members’
locations are actually or potentially accessible to all: a) the development of an interaction
order founded on the public character of locations; b) the development of culturally evolved
procedures to manage co-proximity events; c) the occurrence of transgressive situations which
endanger the management of mediated proximities (even though what is recognized as
‘stalking’ will probably vary from one context to another); d) the management of ‘dangerous
32
proximities’ as a social and political issue within location-aware communities, that calls for
forms of collective mobilization and action; and e) the fact that the resources to collectively
manage the dangers of proximity are tightly adjusted to the details of the same location
affordances that made co-proximity events and ‘stalking’ possible and recognizable in the
first place. Finally, we want to remark that though the details and contingencies of the
location aware systems may vary, the recognition and social management of mediated
proximities will remain a central issue in the experience of any kind of location-aware
collective, and one that opens a whole new research venue for interaction-oriented sociology
and anthropology.
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i Some were ordinary collections to complete; some were designed so that part of the
collection could only be found in certain regions (e.g. trees and flowers in their usual habitat),
which forced players to trade between themselves to complete the collections; some objects
could only be picked at a particular period of the day, etc. ii The rapidity of these connections with the game server is critical for the usability of the
game. At certain times the connection time ranged from 30 seconds to one minute, which was
experienced as a real problem by players. iii
A technical expression constructed from “Kani” which means ‘simple’ or ‘simple method’,
and « Sokui » which means ‘measuring’ or ‘calculating’ the location. iv
In all the following discussions, when we refer to the ‘names’ of the players, we mean the
names they have adopted within the game. v The term is ‘demasu’ which is a spatially-oriented expression meaning going outside.
Within this context it is used as ‘I’m logging out (of the gameplay as a shared space). vi
‘chô soba’: extremely close, surprisingly close. vii
20 minutes have passed since the previous message. One can suppose that Ben sends that
message to Aki after seeing that she has reconnected to the game. viii
She writes ‘Tadaima’ (I have now got home), a conventional formulaic expression one
utters when one arrives home (for participants who are co-present or within earshot). ix
She uses the expression ‘arigato’ with a shortened o at the end which slightly marks
familiarity. x Putting the person on his list of Mogi-friends (to which Aki already belongs) allows him to
easily monitor the distance between Aki and X. xi
Considering Chiba’s next message (Message 17), one can assume that he advised her to use
the Kanisokui mode (Cell-based GSM localization) which does not allow for her location and
direction to be set precisely. Since there was no prior message between them on the game
server logs, it is likely that they used their own mobile mail (possibly when she logged out of
the game). xii
He is referring to the suspected ‘stalker’. xiii
He might have said, I know, or OK, if he just wanted to acknowledge reception of the
information. Saying thanks followed by her name marks some form of solidarity. It is part of
the ongoing affiliative work. . xiv
The nii suffix means brother, and Chiba nii refers to Chiba as a brotherly figure. xv
“iie” is the conventional answer after thanks (meaning approximately never mind). Ben
instead uses an “un”, which marks an informal approbation between friends, or colleagues
engaged in a joint project. In this sequential position it performs affiliative work. xvi
To Chiba. xvii
Players use a Japanese transcription of the English expression ‘near miss’. xviii
He means he had to reflexively adjust his behaviour so that it might not lead to suspicions
of ‘stalking’. xix
Popeye is another player.