A4 Vertaisarvioitu artikkeli konferenssijulkaisussa
Location-based Games as Interfaces for Collecting User Data
Tekijät: Rauti Sampsa, Laato Samuli
Toimittaja: Álvaro Rocha, Hojjat Adeli, Luís Paulo Reis, Sandra Costanzo, Irena Orovic, Fernando Moreira
Konferenssin vakiintunut nimi: World Conference on Information Systems and Technologies
Julkaisuvuosi: 2020
Journal: Advances in Intelligent Systems and Computing
Kokoomateoksen nimi: Trends and Innovations in Information Systems and Technologies: Volume 2
Sarjan nimi: Advances in Intelligent Systems and Computing
Vuosikerta: 1160
Aloitussivu: 631
Lopetussivu: 642
ISSN: 2194-5357
DOI: https://doi.org/10.1007/978-3-030-45691-7_59
Verkko-osoite: https://link.springer.com/chapter/10.1007%2F978-3-030-45691-7_59
Rinnakkaistallenteen osoite: 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.
Ladattava julkaisu This is an electronic reprint of the original article. |