'Timid encounters': A case study in the use of proximity-based mobile technologies

  • Christian Licoppe
  • , Yoriko Inada

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

We report a comparative ethnographic study of a proximitybased mobile "video game" (Dragon Quest 9) in Japan: the Nintendo DS game terminals may 'recognize' one another and allow players to exchange game resources when they are close to one another. Because different communication infrastructures are available, situations of encounter are shown to be potentially seamful and to support multilayered participation frames. Our observations show a variety of encounter formats, among whom 'timid' encounters are the most characteristic of the kind of sociality which may develop in urban public places turned into proximity-sensitive "hybrid ecologies" The normative order which governs such encounters is marked by a tension between the minimality expected of encounters with strangers in urban spaces, and the concern for identification and focused interaction that derives from being engaged in proximal digital communication. These empirical observations and framework of analysis offer insights for the design and the understanding of proximity-based mobile technologies.

Original languageEnglish
Title of host publicationConference Proceedings - The 30th ACM Conference on Human Factors in Computing Systems, CHI 2012
Pages2759-2768
Number of pages10
DOIs
Publication statusPublished - 24 May 2012
Event30th ACM Conference on Human Factors in Computing Systems, CHI 2012 - Austin, TX, United States
Duration: 5 May 201210 May 2012

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference30th ACM Conference on Human Factors in Computing Systems, CHI 2012
Country/TerritoryUnited States
CityAustin, TX
Period5/05/1210/05/12

Keywords

  • Encounters
  • Gaming
  • Hybrid ecology
  • Locative media
  • Mobility
  • Proximity
  • Public space

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