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From The Silent House meme to The Blue Whale-Game: the storyworld’s
transformation
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ABSTRACT
The Blue Whale contest is believed to be a sinister teenage ARG based on a series of
tasks given by the administrators of social network VKontakte (VK) groups over the
course of 50 days. The overall goal is committing suicide, on the 50th day. It is assumed
that by May of 2016 the game has been a reason of more than 130 juveniles’ suicides in
Russia. While the allegation on 130 deaths caused by game originally mentioned in the
“Novaya Gazeta” was not confirmed officially, the prototypes of the game apparently
existed on VK before. They included interactive quests, ARGs, the games with
augmented reality based on the myth of Deep Web and its map created within the
Russian net-stalking communities. The myth describes the abysmal cyber world filled
with "creepy" contents also known as deathly files. By early 2017 the rumors about the
Blue Whale suicide game moved beyond the national social networks and Russian-
language imageboard websites and induced a commotion in the national press and
reached the media of some neighboring states in the former USSR and even farther.
During transition from the social media to the Russian mainstream media and further to
the foreign media the story about the Deep Web and its storyworld were substantially
transformed into the story of the Blue Whale contest.
The aim of this paper is to identify the peculiarities of an elaboration of an ARG's
storyworld during transition from social media to mainstream media. For this purpose,
we focused on an analysis how the storyworld and narrative were affected through the
transition from Deep Web myth to the Blue Whale contest narration and the mainstream
media interferences from chronological perspective.
Keywords: The Blue Whale contest, mainstream media, myth, storytelling, social
media
INTRODUCTION
In a broad sense, the phenomena Blue Whale can be defined in context of binary
opposition “the individual - society”, carried over to game world. The problem reflects
on conflict between two communicative models that establish alternative reality in
World Wide Web different ways and with different objectives.
The first “We- Model” is represented by self-organ izing network systems, which are
forming on the basis of common interests and take shape of communities, members of
which are solving issues that pose interest to them together. These communities are
self-contained in their content and multimedia functions and aren’t trying to broadcast
their views externally. This idea correlates to the theory of “true game” [15], where
game is perceived as self-contained positive process. Players enter the creativity-
strengthening state- “Flow”. According to the theory of Optimal Experience [7], the
game changes personality in positive way, broadens ability horizons, gives energy 0f
explorer. These attributes are inherent in close community games (for example, Role
Play), where the new players join a “magical circle” only after the initiation ritual.
“Blue Whale” predecessors were exactly situated within “We”-mode.
The second, individual “I”-mode is embodied in media portals, that portray traditional
mass media as means of influencing. Moreover, “I”-mode is implemented by individual
blogs and social network pages. The multimedia content in this case serves the interest
of translator, who, on his/her own, seeks to strengthen his/her extent of influence. This
corresponds with the theory of “manipulative game” [15]. The game is considered to be
a space of linear unidirectional impact. The players and spectators are under influence
of organizer(moderator) of the game, who has his own objectives outside. ARGs
primarily have manipulative nature, practice the motto “this is not a game” with
moderators of these games being called “puppeteers” on professional slang. Concept of
ARG is linked with narrative progression [3, 10], which in turn leads to formation of
large audience of followers and spectators. Blue Whale has been evolving and continues
to evolve as ARG within “F’-mode.
The hypothesis of research consists of idea that the game, originally based within “We-
Model” transits to “Me-Model” under the influence of changing of player types ratio.
With the help of transmedia storytelling they dramatize [5, 10] the original shared idea
and convert it in means of self-presentation, triggering moral panic.
METHODS
Research methodology is based on Gamification theory [5, 13, 14], which studies
gaming components in non-gaming processes. In order to recreate the motive power
behind the process of transformation from cryptic internet communities into depressive
ARGs, we decided to focus on comprehension of openly accessible set of empirical
evidence.
RESULTS
Games, which goals consisted of finding hidden meanings in the Internet, have existed
in Russian social networks long before the emergence of “Blue Whale”. In general, they
were associated with activity of netstalking followers- members of subculture that is
devoted to study of computer networking and meme designing. These groups,
particularly Synthetical Science, ISCOPAZI and Trailhead, were the precursors of the
game, that is known nowadays as “Blue Whale”.
Netstalkers were trying to find creepy artefacts in computer networks as well as
describe(picture) the laws and rules of virtual reality. They shaped their activity in game
form: interactive quests and ARG. As a result, part-real part-imaginary, the “Map of
Internet” was conceived. The biggest influence in creation of this map was provided by
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the aligned text to get a link to an image (in TOR, as the game usually was played in
Deep Web). Player, who succeeded in solving all the riddles, received a secret map with
the location of the new assignments. The same idea was used by organizers of “groups
of death”. Authors of special research RANEPA pointed out, “Situation, described
above is reminiscent of typical ARGs mechanics, which are based on the fact, that the
player doesn’t fully understand, if he’s playing or doing a real investigation. Issuance of
weird assignments, mentioned by many journalists (including viewing videos at
abnormal time), is also an example of ARG popularity” [4].
Initial stage of narrative was marked by creation of virtual universe, where users, while
putting on gaming persona, could move and solve tasks given by administrators. Main
goal of the game was the exploration of this universe and search for “Silent House”. We
can build assumptions about story creation stage only through memories of certain
players, since the access to information about “groups of death” is currently blocked.
The term “Silent House” in the meaning of the place, dangerous for lives and human
mind was actively used by “f57” community in 2015. After the suicide of Renata
Kambolina (Rina Palenkova) in November 2015, a rapid change of the image of these
groups took place in public discourse. The death of teenager wasn’t left unnoticed in the
modem information space, that was significantly changed by social media [2]. Rina was
17 years old teenager, studying in college in small town of Primorsky Krai (Maritime
Province). Palenkova posted the photo of railway tracks on her social network page
right before her death. Attached hashtag “#няпока!” (‘#nyabye!') quickly spread in
Russian internet and became a meme. The photo itself gained popularity among other
users and received 400 thousand “likes” after law enforcement officer had posted the
photos from the suicide scene [4]. The society became interested with details of her life
only after the girl’s death. Information about Rina’s connection to the shock-content
communities, that deciphered cryptograms, appeared. “F57”, where people tried to find
a way to “Silent House”, was one of those communities.
During this stage, news story has grown into “plot” and starts to be built according to
the laws of dramaturgic genres [3, 5, 10]. Let’s call this stage “period of socialization”.
The mystery of “Silent House” rises to the “surface” of the Internet, which leads to an
extra user activity and appearance of new actors. The story of Rina and “groups of
death” expands as well. New characters are being added to the game. Administrators of
“groups of death” decided to use the growing interest to their pages to raise the number
of subscribers, gain fame and profits. Filipp Lis (Filipp Budeikin, creator of “f57) joined
by Sea of Whales (Philipp Chelov, creator of a VK-group under his nakename “Sea of
Whales”) comes to the foreground. Together, they act as “soul catchers”, taking
responsibility for making decisions, who is to stay in the game and who should leave,
wearing the mantle of “antiheroes” that are distinctive for the most of dramaturgic
genres.
Rina’s story became the new plot twist along with the new myths, one of which is
people, while searching for “Silent House”, find a deadly video, that affects human’s
mind. Revealed truth gives the strong Epiphany while bringing weak to suicide. While
growing in popularity, Filipp Fox and Sea of Whales come up with an idea of flash mob
which would shoot off on 8th of December,2015. It was decided that players would post
suicide notes on the social network pages and wouldn’t appear ohline for a certain time.
Virtual death of a character isn’t uncommon: it is really popular on dating websites.
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Administrators also tried to advertise flash mob outside the social network “Vkontakte”,
but after a discussion happened one of local imageboards, they refused from doing so.
Imageboard users explained, that such act could be classified as a violation of Criminal
Code of Russian Federation. The flash mob was held at planned date, but a conflict
between administrators had arisen and led to cease of cooperation. As they had same
names, Filipp Fox gained publicity as creator of “whale groups” and later on tried to
impersonate Sea of Whales.
Eventually, Philipp Chelov (real Sea of Whales) stepped away from suicide theme in his
communities, whereas Filipp “Fox” Budeikin, in accordance to his chosen role,
continued the “game». In interview with journalist of digital publication “Saint-
Petersburg.ru” Mikhail Grachev, that took place right before the arrest, on 16.11.2016,
Budeikin stated: “I truly was doing that... They were dying happy. I was giving them
what they didn't have in real life: warmth, understanding, connections. There are people
- and there is biological waste. Those who do not represent any value for society. Who
cause or will cause only harm to society. I was cleaning our society of such people. It
started in 2013 when I created “F57” community. I made it in order to see what will
happen. Uploaded some shock-content, which made people interested. In 2014,
administration of VK banned it. I laughed really hard, watching people trying to figure
out what does “F57” mean. It is simple. F as in Filipp, my name. 57 were the last digits
of my phone number.
I’d been thinking through this idea for 5 years. It was necessary to distinguish normal
(people) from biological rubbish” [8].
There is no information about the amount of people who participated in flash mob
8.12.2015 as well as were there any suicides as a result of it. (In the same interview
Philipp Fox mentioned, that under his influence 17 people have committed suicide. In
commentary, author includes data from The Investigative Committee of the Russian
Federation: 15 victims are underage, who followed “groups of death” and committed
suicide in different constituent territories of the Russia [8]. Author of “Novaya Gazeta”
investigation insists on 130 people dead [11].) Parents of victims also did investigation
on their own. They were the ones who connected 3 fully established legends: quests for
hidden meaning, shock content online communities and their continuation - “Groups of
Death”. It is impossible to prove connection between teenage suicides and crypto
communities’ activity in the Internet. However, society mind, which is accustomed to
simplified version of dramaturgy laws, came up with a simple explanation of the events:
there are “suicide clubs”, which were created with only one goal: to separate the smart
children from others and bring them to suicide. Exactly these ideas existed in article of
Galina Mursalieva. With the release of the article, the period of socialization has ended
and narrative has finally been formed.
Now, the story around “Silent House” went into wide-range discourse in a very
simplified form, where it was misinterpreted by the parents, who neither were able to
think objectively because of the circumstances or wanted to critically evaluate it.
Afterwards, “storyworld” and narrative itself transited from virtual space to mainstream
media, as a result of which, the number of participants had significantly increased.
General public with its own stereotypes of plot development laws also joined the
discussion. Public thought, while not being critical, started to build its own version of
storyline, by taking any suitable plot from mass culture as a basis.
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4th International Multidisciplinary Scientific Conference on Social Sciences & Arts SGEM 2017
1. The narrative and world of “Blue Whale’ progresses under influence of gamers
evolution.
2. Development vector depends on dominant type of players. There are four
recorded psychological types that transformed the storyworld of Blue Whale:
• Creators: Fans of the game that are expanding the Universe. They create
artefacts (real and virtual testaments), which become source of world
knowledge. Two generations of creators have been found - Developers
and Persuaders. Former built the game and its world (ethos and topos)
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4th International Multidisciplinary Scientific Conference on Social Sciences & Arts SGEM 2017
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