Social Games: Privacy and Security

Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

Standard

Social Games: Privacy and Security. / Fuchs, Mathias.
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. ed. / Hercheui Magda D.; Diane Whitehouse; William McIver Jr.; Jackie Phahlamohlaka. Amsterdam: Springer, 2012. p. 330-337 (IFIP Advances in Information and Communication Technology; Vol. 386 AICT).

Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

Harvard

Fuchs, M 2012, Social Games: Privacy and Security. in H Magda D., D Whitehouse, W McIver Jr. & J Phahlamohlaka (eds), 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. IFIP Advances in Information and Communication Technology, vol. 386 AICT, Springer, Amsterdam, pp. 330-337. https://doi.org/10.1007/978-3-642-33332-3_30

APA

Fuchs, M. (2012). Social Games: Privacy and Security. In H. Magda D., D. Whitehouse, W. McIver Jr., & J. Phahlamohlaka (Eds.), 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 (pp. 330-337). (IFIP Advances in Information and Communication Technology; Vol. 386 AICT). Springer. https://doi.org/10.1007/978-3-642-33332-3_30

Vancouver

Fuchs M. Social Games: Privacy and Security. In Magda D. H, Whitehouse D, McIver Jr. W, Phahlamohlaka J, editors, 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. Amsterdam: Springer. 2012. p. 330-337. (IFIP Advances in Information and Communication Technology). doi: 10.1007/978-3-642-33332-3_30

Bibtex

@inbook{f89c369be2bf481c86a03c47b1e3180a,
title = "Social Games: Privacy and Security",
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.",
keywords = "Culture and Space, Privacy, Digital media, Digitale Kultur, Digitale Kulturen, Netzkultur, Medienkultur, Medienkulturen, Medienwissenschaften, Neue Medien, Soziale Medien, Medientheorie , digital Culture, digital Cultures, net culture, media culture, media cultures, media studies, new media, social media, media theory, Media and communication studies, Social Games, magic circle, scripting languages, digital footprint, computer forensics, Transdisciplinary studies, Cultural studies",
author = "Mathias Fuchs",
year = "2012",
month = oct,
doi = "10.1007/978-3-642-33332-3_30",
language = "English",
isbn = "978-3-642-33331-6",
series = "IFIP Advances in Information and Communication Technology",
publisher = "Springer",
pages = "330--337",
editor = "{Magda D.}, Hercheui and Diane Whitehouse and {McIver Jr.}, William and Jackie Phahlamohlaka",
booktitle = "ICT Critical Infrastructure and Society",
address = "Germany",

}

RIS

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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.

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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

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BT - ICT Critical Infrastructure and Society

A2 - Magda D., Hercheui

A2 - Whitehouse, Diane

A2 - McIver Jr., William

A2 - Phahlamohlaka, Jackie

PB - Springer

CY - Amsterdam

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