Social Games: Privacy and Security

  • Mathias Fuchs

Publikation: Beiträge in SammelwerkenAufsätze in SammelwerkenForschungBegutachtung

3 Zitate (Scopus)

Abstract

Recent online gaming developments and para-gaming environments, i.e., the social software tools to communicate with fellow gamers, report, discuss and disseminate assets and experience, strongly resemble social media like Facebook or Twitter. It has therefore been suggested that games like World of Warcraft, Little Big Planet, The Godfather, or The Secret World should be called “social games.” Privacy and security is an issue in these social games, as the players of these games do often not realize that they inhabit environments that have real estate outside the safe borders of the Magic Circle. The games companies harvest information about the players in ways that are far from transparent. The author will present examples of data mining and harvesting of data within a playful environment, analyze code segments that implement data collection, and suggest methods of refusal, sabotage, or disclosure of breeches of contract.
OriginalspracheEnglisch
TitelICT Critical Infrastructure and Society : 10th IFIP TC 9 International Conference on Human Choice and Computers, HCC10 2012, Amsterdam, The Netherlands, September 27-28, 2012. Proceedings
Redakteure/-innenHercheui Magda D., Diane Whitehouse, William McIver Jr., Jackie Phahlamohlaka
Seitenumfang8
ErscheinungsortAmsterdam
Herausgeber (Verlag)Springer Verlag
Erscheinungsdatum10.2012
Seiten330-337
ISBN (Print)978-3-642-33331-6
ISBN (elektronisch)978-3-642-33332-3
DOIs
PublikationsstatusErschienen - 10.2012

Fachgebiete und Schlagwörter

  • Kultur und Raum
  • Digitale Medien
  • Digitale Kultur
  • Digitale Kulturen
  • Netzkultur
  • Medienkultur
  • Medienkulturen
  • Medienwissenschaften
  • Neue Medien
  • Soziale Medien
  • Medientheorie
  • Medien- und Kommunikationswissenschaft
  • Transdisziplinäre Studien
  • Kulturwissenschaften allg.

Fingerprint

Untersuchen Sie die Forschungsthemen von „Social Games: Privacy and Security“. Zusammen bilden sie einen einzigartigen Fingerprint.

Dieses zitieren