A4 Refereed article in a conference publication
Location-based Games as Interfaces for Collecting User Data
Authors: Rauti Sampsa, Laato Samuli
Editors: Álvaro Rocha, Hojjat Adeli, Luís Paulo Reis, Sandra Costanzo, Irena Orovic, Fernando Moreira
Conference name: World Conference on Information Systems and Technologies
Publication year: 2020
Journal: Advances in Intelligent Systems and Computing
Book title : Trends and Innovations in Information Systems and Technologies: Volume 2
Series title: Advances in Intelligent Systems and Computing
Volume: 1160
First page : 631
Last page: 642
ISSN: 2194-5357
DOI: https://doi.org/10.1007/978-3-030-45691-7_59
Web address : https://link.springer.com/chapter/10.1007%2F978-3-030-45691-7_59
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/44609869
Location-based games (LBGs) are becoming increasingly popular. These games use player's physical location as a game mechanic, and many of the games are played in real time. This study investigates the affordances that three popular LBGs, Ingress, Pokémon GO and The Walking Dead: Our World, provide for users to collect location data from other players. To this end, the game mechanics of the games and the end user privacy policies are analyzed and compared together. The results reveal several privacy concerns which are not currently adequately addressed in the privacy policies of the games. As LBGs are becoming increasingly complex, the risk of unwanted player data collection opportunities rises, combating which is predicted to be a major design challenge for LBG developers in the future.
Downloadable publication This is an electronic reprint of the original article. |