Abstract
This chapter presents a case study of the uses of a multiplayer location-aware mobile game in Japan, in which users must gather sets of related objects that are both “virtual” and localized. The key feature is a virtual onscreen map that is continuously reset with each server request, and which features geo-localized players and virtual objects within a radius of 1 km. This particular interface therefore allows players to “see” the location of other players onscreen and assess their mutual proximity. We analyze how these features are exploited by participants to create various forms of shared encounters that may be more generally relevant to many forms of location-aware communities: (a) sending a text message commenting on another player’s position in a way that invites the other player to elaborate; (b) a form of co-proximity event in which two players are close enough to appear on the other’s mobile screen; such onscreen proximity warrants the initiation of a text message exchange commenting on it, and projects the possibility of a face-to-face encounter; (c) a playful “fabrication” of co-proximity invented by players in which they “freeze” their icon in a given place and try to get their icon to touch the icon of another mobile player, while their actual bodies remain distant; (d) actual face-to-face encounters between players, which become an extended collective accomplishment and public performance.
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Notes
- 1.
The rapidity of these connections with the game server is critical as regards the acceptability of the game. At certain times the connection time ranged from 30 sec to 1 min, which was experienced as a real problem by players.
- 2.
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 from cells. 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 moving at all.
- 3.
This possibility of creating teams and getting together, introduced shortly before my study, has been highly successful.
- 4.
For cultural and religious reasons, it seems that people with handicaps find it very difficult to be socially integrated in Japan.
- 5.
Julien Morel, 2006, private conversation
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Licoppe, C., Inada, Y. (2009). Shared Encounters in a Location-Aware and Proximity-Aware Mobile Community. The Mogi Case.. In: Willis, K., Roussos, G., Chorianopoulos, K., Struppek, M. (eds) Shared Encounters. Computer Supported Cooperative Work. Springer, London. https://doi.org/10.1007/978-1-84882-727-1_6
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