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With the growing popularity of “big data”, the potential value of personal data has attracted more and more attention. Applications built on personal data can create tremendous social and economic benefits. Meanwhile, they bring serious threats to individual privacy. The extensive collection, analysis and transaction of personal data make it difficult for an individual to keep the privacy safe. People now show more concerns about privacy than ever before. How to make a balance between the exploitation of personal information and the protection of individual privacy has become an urgent issue. In this book, the authors use methodologies from economics, especially game theory, to investigate solutions to the balance issue. They investigate the strategies of stakeholders involved in the use of personal data, and try to find the equilibrium. The book proposes a user-role based methodology to investigate the privacy issues in data mining, identifying four different types of users, i.e. four user roles, involved in data mining applications. For each user role, the authors discuss its privacy concerns and the strategies that it can adopt to solve the privacy problems. The book also proposes a simple game model to analyze the interactions among data provider, data collector and data miner. By solving the equilibria of the proposed game, readers can get useful guidance on how to deal with the trade-off between privacy and data utility. Moreover, to elaborate the analysis on data collector’s strategies, the authors propose a contract model and a multi-armed bandit model respectively. The authors discuss how the owners of data (e.g. an individual or a data miner) deal with the trade-off between privacy and utility in data mining. Specifically, they study users’ strategies in collaborative filtering based recommendation system and distributed classification system. They built game models to formulate the interactions among data owners, and propose learning algorithms to find the equilibria.
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
This book contains selected papers presented at the 16th IFIP WG 9.2, 9.6/11.7, 11.6/SIG 9.2.2 International Summer School on Privacy and Identity Management, held online in August 2021. The 9 full papers included in this volume were carefully reviewed and selected from 23 submissions. Also included are 2 invited keynote papers and 3 tutorial/workshop summary papers. As in previous years, one of the goals of the IFIP Summer School was to encourage the publication of thorough research papers by students and emerging scholars. The papers combine interdisciplinary approaches to bring together a host of perspectives, such as technical, legal, regulatory, socio-economic, social or societal, political, ethical, anthropological, philosophical, or psychological perspectives.
Health and fitness apps collect various personal information including name, email address, age, height, weight, and in some cases, detailed health information. When using these apps, many users trustfully log everything from diet to sleep patterns. However, by sharing such personal information, end-users may make themselves targets to misuse of this information by unknown third parties, such as insurance companies. Despite the important role of informed consent in the creation of health and fitness applications, the intersection of ethics and information sharing is understudied and is an often-ignored topic during the creation of mobile applications. Privacy Concerns Surrounding Personal Information Sharing on Health and Fitness Mobile Apps is a key reference source that provides research on the dangers of sharing personal information on health and wellness apps, as well as how such information can be used by employers, insurance companies, advertisers, and other third parties. While highlighting topics such as data ethics, privacy management, and information sharing, this publication explores the intersection of ethics and privacy using various quantitative, qualitative, and critical analytic approaches. It is ideally designed for policymakers, software developers, mobile app designers, legal specialists, privacy analysts, data scientists, researchers, academicians, and upper-level students.
This book constitutes the refereed proceedings of the 17th Australasian Conference on Information Security and Privacy, ACISP 2012, held in Wollongong, Australia, in July 2012. The 30 revised full papers presented together with 5 short papers were carefully reviewed and selected from 89 submissions. The papers are organized in topical sections on fundamentals; cryptanalysis; message authentication codes and hash functions; public key cryptography; digital signatures; identity-based and attribute-based cryptography; lattice-based cryptography; lightweight cryptography.
This book constitutes the refereed proceedings of the 13th International Symposium on Privacy Enhancing Technologies, PET 2013, held in Bloomington, IN, USA, in July 2013. The 13 full papers presented were carefully selected from 69 submissions. Topics addressed include data privacy, privacy-oriented cryptography, location privacy, performance of the Tor network, censorship evasion, traffc analysis, and user-related privacy perspectives.
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.
These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA
The disturbing reality of contemporary life is that technology has laid bare the private facts of most people's lives. Email, cell phone calls, and individual purchasing habits are no longer secret. Individuals may be discussed on a blog, victimized by an inaccurate credit report, or have their email read by an employer or government agency without their knowledge. Government policy, mass media, and modern technology pose new challenges to privacy rights, while the law struggles to keep up with the rapid changes. Privacy: The Lost Right evaluates the status of citizens' right to privacy in today's intrusive world. Mills reviews the history of privacy protections, the general loss of privacy, and the inadequacy of current legal remedies, especially with respect to more recent privacy concerns, such as identity theft, government surveillance, tabloid journalism, and video surveillance in public places. Mills concludes that existing regulations do not adequately protect individual privacy, and he presents options for improving privacy protections.
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.