2018 IEEE Games, Entertainment, Media Conference (GEM) 2018
DOI: 10.1109/gem.2018.8516484
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A Privacy Framework for Games & Interactive Media

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Cited by 5 publications
(4 citation statements)
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“…To prevent potential privacy issues in metaverse games, Laakkonen et al [99] introduce privacy-by-design principles in digital games from both qualitative and quantitative perspectives, where nineteen privacy attributes divided into three levels are accounted for privacy evaluation. In [100], Corcoran et al distinguish the individual privacy and group privacy in privacypreserving interactive metaverse game design. The former refers to the purchasing patterns, behavioral traits, communication, image/video data, and location/space related to an individual, while the latter refers to the privacy associated with a group of individuals (e.g., a social group, an organization, and a nation).…”
Section: B Privacy Countermeasures In Metaversementioning
confidence: 99%
“…To prevent potential privacy issues in metaverse games, Laakkonen et al [99] introduce privacy-by-design principles in digital games from both qualitative and quantitative perspectives, where nineteen privacy attributes divided into three levels are accounted for privacy evaluation. In [100], Corcoran et al distinguish the individual privacy and group privacy in privacypreserving interactive metaverse game design. The former refers to the purchasing patterns, behavioral traits, communication, image/video data, and location/space related to an individual, while the latter refers to the privacy associated with a group of individuals (e.g., a social group, an organization, and a nation).…”
Section: B Privacy Countermeasures In Metaversementioning
confidence: 99%
“…To prevent potential privacy issues in metaverse games, Laakkonen et al [86] introduce privacy-by-design principles in digital games from both qualitative and quantitative perspectives, where nineteen privacy attributes divided into three levels are accounted for privacy evaluation. In [87], Corcoran et al distinguish the individual privacy and group privacy in privacypreserving interactive metaverse game design. The former refers to the purchasing patterns, behavioral traits, communication, image/video data, and location/space related to an individual, while the latter refers to the privacy associated with a group of individuals (e.g., a social group, an organization, and a nation).…”
Section: B Data Managementmentioning
confidence: 99%
“…Many MMORPGs are characterised by online tracking of players' sessions [referring to the process of recording, measuring and analysing people's behaviour when they browse the Internet]. The game owner can monitor when, how and with whom the game is played and, depending on the device used, the player's location, images, facial data, the use of other applications or health information can also be accessed (Corcoran and Costache, 2018 ). Among other things, this information will be used to make business decisions, to create consumer profiles or behavioural trends.…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, Vlajic et al ( 2018 ) argue that this type of tracking, in terms of user privacy, can be considered a major risk, because it could lead to the extraction and leakage of sensitive personal data. But it is also related to other ethical issues such as weblining [a practise that makes a user ineligible for certain goods and services based on their online profile] because, although today there is the possibility of creating anonymous avatars, with the increasing development of technology, it is very likely that, in the future, the anonymous digital avatar can be linked to the real person and their real-life transactions (Corcoran and Costache, 2018 ).…”
Section: Introductionmentioning
confidence: 99%