125,135 research outputs found
Privacy in Gaming
Video game platforms and business models are increasingly built on collection, use, and sharing of personal information for purposes of both functionality and revenue. This paper examines privacy issues and explores data practices, technical specifications, and policy statements of the most popular games and gaming platforms to provide an overview of the current privacy legal landscape for mobile gaming, console gaming, and virtual reality devices. The research observes how modern gaming aligns with information privacy notions and norms and how data practices and technologies specific to gaming may affect users and, in particular, child gamers.
After objectively selecting and analyzing major players in gaming, the research notes the many different ways that game companies collect data from users, including through cameras, sensors, microphones, and other hardware, through platform features for social interaction and user-generated content, and by means of tracking technologies like cookies and beacons. The paper also notes how location and biometric data are collected routinely through game platforms and explores issues specific to mobile gaming and pairing with smartphones and other external hardware devices.
The paper concludes that transparency as to gaming companies’ data practices could be much improved, especially regarding sharing with third party affiliates. In addition, the research considers how children’s privacy may be particularly affected while gaming, determining that special attention should be paid to user control mechanisms and privacy settings within games and platforms, that social media and other interactive features create unique privacy and safety concerns for children which require gamer and parent education, and that privacy policy language is often incongruent with age ratings advertised to children and parents. To contribute additional research value and resources, the paper attaches a comprehensive set of appendices, on which the research conclusions are in part based, detailing the technical specifications and privacy policy statements of popular games and gaming platforms for mobile gaming, console gaming, and virtual reality devices
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Paid content strategies for news websites: An empirical study of British newspapers' online business models
This study uses qualitative research interviews and a survey to quantify and analyse business models at online newspapers in the UK. Senior editors and executives reported that news websites rely on advertising income to a greater extent than their print counterparts. Despite this, British news sites continue to charge users for some content, although to a varying degree. The fact that online editions still contribute barely a tenth of total revenues explains this experimental approach towards business strategy. Although paid-for content has mostly failed as a mechanism for the online news business in the past, changes in technology and net culture may mean that it is becoming an option again. The authors examine what content is being charged for and why, and investigate: how the 12 newspapers studied are balancing the need to develop additional revenue streams with the demand for traffic in a buoyant advertising market; the extent to which cannibalisation of the print parent is still a concern; the complementary benefits of developing digital products; strategies towards archived content; the value of columnist content to online users; the success of digital editions and email alerts; the potential of mobile services; and the rapidly developing number of online services and commercial partnerships hosted by newspapers on the Web
Interactive Food and Beverage Marketing: Targeting Children and Youth in the Digital Age
Looks at the practices of food and beverage industry marketers in reaching youth via digital videos, cell phones, interactive games and social networking sites. Recommends imposing governmental regulations on marketing to children and adolescents
Mapping and analysis of the current self- and co- regulatory framework of commercial communication aimed at minors
As the advertising sector has been very active in self-regulating commercial communication aimed at children, a patchwork of different rules and instruments exist, drafted by different self-regulatory organisations at international, European and national level. In order to determine the scope and contents of these rules, and hence, the actual level of protection of children, a structured mapping of these rules is needed. As such, this report aims to provide an overview of different categories of Alternative Regulatory Instruments(ARIs,such as self- and co-regulation regarding (new) advertising formats aimed at children. This report complements the first legal AdLit research report, which provided an overview of the legislative provisions in this domain.status: publishe
Third Party Tracking in the Mobile Ecosystem
Third party tracking allows companies to identify users and track their
behaviour across multiple digital services. This paper presents an empirical
study of the prevalence of third-party trackers on 959,000 apps from the US and
UK Google Play stores. We find that most apps contain third party tracking, and
the distribution of trackers is long-tailed with several highly dominant
trackers accounting for a large portion of the coverage. The extent of tracking
also differs between categories of apps; in particular, news apps and apps
targeted at children appear to be amongst the worst in terms of the number of
third party trackers associated with them. Third party tracking is also
revealed to be a highly trans-national phenomenon, with many trackers operating
in jurisdictions outside the EU. Based on these findings, we draw out some
significant legal compliance challenges facing the tracking industry.Comment: Corrected missing company info (Linkedin owned by Microsoft). Figures
for Microsoft and Linkedin re-calculated and added to Table
APIs and Your Privacy
Application programming interfaces, or APIs, have been the topic of much recent discussion. Newsworthy events, including those involving Facebook’s API and Cambridge Analytica obtaining information about millions of Facebook users, have highlighted the technical capabilities of APIs for prominent websites and mobile applications. At the same time, media coverage of ways that APIs have been misused has sparked concern for potential privacy invasions and other issues of public policy. This paper seeks to educate consumers on how APIs work and how they are used within popular websites and mobile apps to gather, share, and utilize data.
APIs are used in mobile games, search engines, social media platforms, news and shopping websites, video and music streaming services, dating apps, and mobile payment systems. If a third-party company, like an app developer or advertiser, would like to gain access to your information through a website you visit or a mobile app or online service you use, what data might they obtain about you through APIs and how? This report analyzes 11 prominent online services to observe general trends and provide you an overview of the role APIs play in collecting and distributing information about consumers. For example, how might your data be gathered and shared when using your Facebook account login to sign up for Venmo or to access the Tinder dating app? How might advertisers use Pandora’s API when you are streaming music?
After explaining what APIs are and how they work, this report categorizes and characterizes different kinds of APIs that companies offer to web and app developers. Services may offer content-focused APIs, feature APIs, unofficial APIs, and analytics APIs that developers of other apps and websites may access and use in different ways. Likewise, advertisers can use APIs to target a desired subset of a service’s users and possibly extract user data. This report explains how websites and apps can create user profiles based on your online behavior and generate revenue from advertiser-access to their APIs. The report concludes with observations on how various companies and platforms connecting through APIs may be able to learn information about you and aggregate it with your personal data from other sources when you are browsing the internet or using different apps on your smartphone or tablet. While the paper does not make policy recommendations, it demonstrates the importance of approaching consumer privacy from a broad perspective that includes first parties and third parties, and that considers the integral role of APIs in today’s online ecosystem
Digital Food Marketing to Children and Adolescents: Problematic Practices and Policy Interventions
Examines trends in digital marketing to youth that uses "immersive" techniques, social media, behavioral profiling, location targeting and mobile marketing, and neuroscience methods. Recommends principles for regulating inappropriate advertising to youth
Entertainment in the 21st Century: Is an Independent Networked Multimedia Production and Promotion Firm a Viable Business Option in the Modern Entertainment Industry?
“Artists are being stifled by the ‘major label’ stance that exclusively demands what’s ours is ours and can only be handled by us. It should be more about creative freedom” (Monstercat Manifesto). Over the past fifteen years, we have witnessed how the internet has changed how entertainment is distributed and consumed. This has led to a change in behavior from major entertainment production firms, and has given way to the surge of independent labels and production houses. Now, entertainers can lead successful careers by reaching their audience through digital platforms, successfully decreasing production and distribution costs. Consumers can find an unlimited amount of ad-supported content that they can access for free. Understanding these change is vital in finding and solving the problems these changes have produced
Cyber-Democracy or Cyber-Hegemony? Exploring the Political and Economic Structures of the Internet as an Alternative Source of Information
Although government regulation of the Internet has been decried as undercutting
free speech, the control of Internet content through capitalist
gateways???namely, profit-driven software companies???has gone largely
uncriticized. The author argues that this discursive trend manufactures
consent through a hegemonic force neglecting to confront the invasion of
online advertising or marketing strategies directed at children. This study
suggests that ???inappropriate content??? (that is, nudity, pornography, obscenities)
constitutes a cultural currency through which concerns and responses
to the Internet have been articulated within the mainstream. By examining
the rhetorical and financial investments of the telecommunications
business sector, the author contends that the rhetorical elements creating
???cyber-safety??? concerns within the mainstream attempt to reach the consent
of parents and educators by asking them to see some Internet content as
value laden (sexuality, trigger words, or adult content), while disguising
the interests and authority of profitable computer software and hardware
industries (advertising and marketing). Although most online ???safety measures???
neglect to confront the emerging invasion of advertising/marketing
directed at children and youth, the author argues that media literacy in
cyberspace demands such scrutiny. Unlike measures to block or filter online
information, students need an empowerment approach that will enable
them to analyze, evaluate, and judge the information they receive.published or submitted for publicatio
Food and Beverage Marketing to Children and Adolescents: An Environment at Odds With Good Health
Synthesizes research about the effectiveness of industry self-regulatory marketing practices promoting "better-for-you" foods and beverages to children and adolescents. Examines types of media used for unhealthy food marketing and race/ethnicity targeted
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