Social Games: Privacy and Security
Publikation: Beiträge in Sammelwerken › Aufsätze in Sammelwerken › Forschung › begutachtet
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ICT 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. Hrsg. / Hercheui Magda D.; Diane Whitehouse; William McIver Jr.; Jackie Phahlamohlaka. Amsterdam: Springer, 2012. S. 330-337 (IFIP Advances in Information and Communication Technology; Band 386 AICT).
Publikation: Beiträge in Sammelwerken › Aufsätze in Sammelwerken › Forschung › begutachtet
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RIS
TY - CHAP
T1 - Social Games
T2 - Privacy and Security
AU - Fuchs, Mathias
PY - 2012/10
Y1 - 2012/10
N2 - 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.
AB - 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.
KW - Culture and Space
KW - Privacy
KW - Digital media
KW - Digitale Kultur
KW - Digitale Kulturen
KW - Netzkultur
KW - Medienkultur
KW - Medienkulturen
KW - Medienwissenschaften
KW - Neue Medien
KW - Soziale Medien
KW - Medientheorie
KW - digital Culture
KW - digital Cultures
KW - net culture
KW - media culture
KW - media cultures
KW - media studies
KW - new media
KW - social media
KW - media theory
KW - Media and communication studies
KW - Social Games
KW - magic circle
KW - scripting languages
KW - digital footprint
KW - computer forensics
KW - Transdisciplinary studies
KW - Cultural studies
UR - http://www.scopus.com/inward/record.url?scp=84870935941&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-33332-3_30
DO - 10.1007/978-3-642-33332-3_30
M3 - Contributions to collected editions/anthologies
SN - 978-3-642-33331-6
T3 - IFIP Advances in Information and Communication Technology
SP - 330
EP - 337
BT - ICT Critical Infrastructure and Society
A2 - Magda D., Hercheui
A2 - Whitehouse, Diane
A2 - McIver Jr., William
A2 - Phahlamohlaka, Jackie
PB - Springer
CY - Amsterdam
ER -