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Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective

Yıl 2018, Sayı: 54, 141 - 162, 29.06.2018

Öz

 

Kaynakça

  • Aarseth, E. J. (1997). Cybertext: Perspectives on ergodic literature. Baltimore, MD: John Hopkins University Press.
  • Anonymous. (2012). The science of CS: Go heatmaps. Retrieved from http://blog.counter-strike.net/science/maps.html
  • Arntz, P. (2016). The facts about botnets. Retrieved from https://blog.malwarebytes.com/cybercrime/2015/02/the-facts-about-botnets/
  • Blackhurst, J. (2011). JC2 point cloud visualisation, realtime [video file]. Retrieved from https://www.youtube.com/watch?v=Ixvr1Rgl_Qc&feature=player_embedded
  • Bruns, A. (2008). Blogs, Wikipedia, second life, and beyond. New York, NY: Peter Lang.
  • Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Attention, Perception and Psychophysics, 78(1), 218–241.
  • Carmichael, S. (2013). What it means to be a “whale” and why social gamers are just gamers. Retrieved from http://venturebeat.com/2013/03/14/whales-and-why-social-gamers-are-just-gamers/
  • Dankoff, J. (2014). Game telemetry with DNA tracking on assassin‘s creed. Retrieved from http://www.gamasutra.com/blogs/JonathanDankoff/20140320/213624/Game_Telemetry_with_DNA_Tracking_on_Assassins_Creed.php
  • Dawes, M., & Hall, R. (2005). Towards using first-person shooter computer games as an artificial intelligence testbed. In R. Khosla, R. J. Howlett & L. C. Jain (Eds.), Knowledge-based intelligence information and engineering systems ( pp. 276–288). New York, NY: Springer.
  • DeRosa, M. (2004). Data mining and data analysis for counterterrorism. Retrieved from https://cdt.org/files/security/usapatriot/20040300csis.pdf
  • Drachen, A., Canossa, A., & Møller Sørensen, J. R. (2013). Gameplay metrics in game user research: Examples from the trenches. In M. S. El-Nasr, A. Drachen & A. Canossa (Eds.), Game analytics: Maximizing the value of player data (pp. 285–319). London, UK: Springer.
  • Fulton, W. (2017). Do players really like loot boxes, or are games publishers forcing them on us? Retrieved from https://www.digitaltrends.com/gaming/do-players-like-loot-boxes/
  • Gaming Laboratories International. (2007). GLI standard #21. Retrieved from http://www.gaminglabs.com/downloads/GLI%20Standards/GLI-21%20v2.1.pdf
  • Garris, R., Ahlers, R., & Drsikell, J. E. (2002). Games, motivation & learning: A research and practise model. Simulation & Gaming, 33(4), 441–467.
  • Grieger-Langer, S. (2017). Personal profile and resume. Retrieved from https://profilersuzanne.com/wp-content/uploads/2017/06/Expos%C3%A9-Profiler-Suzanne-english.pdf
  • Hofacker, C. F., Malthouse, E. C., & Sultan, F. (2016). Big data and consumer behavior: Imminent opportunities. Journal of Consumer Marketing, 33(2), 89–97.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Retrieved from http://www.cs.northwestern.edu/~hunicke/MDA.pdf
  • Itch.io. (2018). Top games with server based network players. Retrieved from https://itch.io/games/multiplayer-server
  • Järvinen, A. (2009). Understanding video games as emotional experiences. In M. J. P.Wolf & B. Perron (Eds.), The video game theory reader 2 (pp. 85 –108). New York, NY: Routledge.
  • Jaiganesh, M., Ramadoss, B., Kumar, A. V. A., & Mercy, S. (2015). Performance evaluation of cloud services with profit optimization. Procedia Computer Science, 54(2015), 24–30.
  • Jensen, J. P. (2013). Building tight games with game metrics (part 3). Retrieved from https://gameanalytics.com/blog/building-tight-games-with-game-metrics-part-3.html
  • Joorabchi, M. E., & El-Nasr, M. S. (2011). Measuring the impact of knowledge gained from playing FPS and RPG Games on gameplay performance. In J. Anacleto, S. Fels, N. Graham, B. Kapralos, M. S. El-Nasr & K. Stanley (Eds.), Entertainment computing – ICEC 2011 (pp. 300–306). New York, NY: Springer.
  • Keilman, J. (2016). Is my Xbox spying on me? Retrieved from http://www.chicagotribune.com/news/ct-toys-online-spying-keilman-hf-0106-20160101-column.html
  • Kohler, C., & Rubin, P. (2013). New Xbox one: Kinect-game. Life-WIRED Exclusive [video file]. Retrieved from http://www.youtube.com/watch?v=Hi5kMNfgDS4
  • Lewis, L. (2018). Why investors need to rethink video game companies. Retrieved from https://www.ft.com/content/b53d239e-503a-11e7-a1f2-db19572361bb
  • Mahlmann, T. (2013). Modelling and generation strategy games mechanics. Copenhagen, DK: IT University of Copenhagen.
  • McAloon, A. (2017). Ubisoft‘s ‚player recurring investment‘ revenues outpace digital game sales. Retrieved from https://www.gamasutra.com/view/news/309155/For_the_first_time_Ubisofts_microtransactions_outearned_digital_game_sales.php
  • McGonigal, J. (2012). Reality is broken: Why games make us better and how they can change the world. London, UK: Vintage.
  • Nye-Griffiths, D. (2014). Titanfall‘s anti-cheat system activates, is beautyful and hilarious. Retrieved from https://www.forbes.com.com/sites/danielnyegriffiths/2014/03/27/titanfalls-anti-cheat-system-activates-is-beautiful-and-hilarious/#c07b24035eb8
  • Products. (2018). Retrieved from https://www.adobe.com/products/catalog.html
  • Roberts-Witt, S. L. (2002). Data mining: What lies beneath? Retrieved from https://www.pcmag.com/article2/0,2817,1162415,00.asp
  • Robinson, M. (2016). The game industry´s shift to deep data. Retrieved from http://dataconomy.com/2016/02/the-games-industrys-shift-to-deep-data/
  • Seti Stars (nd). Retrieved from https://setistars.org/
  • Shachtman, N. (2010). Exclusive: Google, CIA invest in “future” of web monitoring. Retrieved from https://www.wired.com/2010/07/exclusive-google-cia/
  • Srivastava T., Desikan P., & Kumar V. (2005). Web mining: Concepts, applications and research directions. In W. Chu, T. Y. Lin (Eds.), Foundations and advances in data mining.(studies in fuzziness and soft computing)(pp. 275–307). Berlin, DE: Springer.
  • Steam Support. (2017). Valve Anti-Cheat system (VAC). Retrieved from https://support.steampowered.com/kb_article.php?ref=7849-Radz-6869
  • Strickland, D. (2017). EA earns $1.68 billion in microtransactions FY2017. Retrieved from https://www.tweaktown.com/news/57475/ea-earns-1-68-billion-microtransactions-fy2017/index.html
  • Thomas, S. (2017). Microsoft finally kills off support for the Xbox kinect peripheral. Retrieved from http://www.game-debate.com/news/23950/microsoft-finally-kills-off-support-for-the-xbox-kinect-peripheral
  • Thompson, C. (2007). Halo 3: How Microsoft labs invented a new science of play. Retrieved from http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo?currentPage=all
  • Trend Micro Forward-Looking Threat Research Team. (2016). Funding cybercrime: The hidden side of online gaming currency selling. Retrieved from https://blog.trendmicro.com/trendlabs-security-intelligence/funding-cybercrime-the-hidden-side-of-online-gaming-currency-selling/
  • Wang, H., Shen, C., & Ritterfeld, U. (2009). Enjoyment of digital games – what makes them “seriously” fun? In U. Ritterfeld, M. Cody & P. Vorderer. (Eds.), Serious games. Mechanisms and effects (pp. 25–47). New York, NY: Routledge.
  • Wooldridge, D., & Schneider, M. (2010). The business of Iphone app development: Making and marketing apps that succeed. New York, NY: Apress.

Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective

Yıl 2018, Sayı: 54, 141 - 162, 29.06.2018

Öz

The purpose of this article is to apply societal discourses on ‘big data’ to the growing practice of the collection of individual information and behavioral patterns of video game players to create virtual player representations. Game developers make use of such data to enhance the gameplay experience, and publishers can learn more about their customers. This article explains technical backgrounds and reasons why developers and publishers have an interest in gathering such a vast load of data. It also explains server gaming and game metrics technologies, takes a look at methods of consumer research, and discusses a critical standpoint from a civil rights perspective. While single aspects of the topic like big data or data mining have been researched and discussed before, the fact that many of today´s video games are constantly retrieving, collecting and maintaining personal data about the players to learn about their patterns of behavior had much less coverage thus far. From a civil rights perspective new dangers arise beyond the widely discussed topics of virtual violence or obsessive gaming and gambling. As a result, it highlights the necessity that modern computer game players should view themselves as vital parts of information networks and, in return for being entertained, provide important personal information that can help to make their individual behavior transparent and usable for third parties and probably information brokers. Not only do providers of games benefit from the socioeconomic information users give, but security agencies and human resource consultants also share a vital interest in any behavioural data that makes an individual become transparent and predictable. Intelligence services, corporations and social networks generate user profiles from data previously submitted during gameplay. This could have a significant impact on future job and life prospects and aid the economic and political control of individuals since character traits like cowardize or courage and sociality become traceable.

Kaynakça

  • Aarseth, E. J. (1997). Cybertext: Perspectives on ergodic literature. Baltimore, MD: John Hopkins University Press.
  • Anonymous. (2012). The science of CS: Go heatmaps. Retrieved from http://blog.counter-strike.net/science/maps.html
  • Arntz, P. (2016). The facts about botnets. Retrieved from https://blog.malwarebytes.com/cybercrime/2015/02/the-facts-about-botnets/
  • Blackhurst, J. (2011). JC2 point cloud visualisation, realtime [video file]. Retrieved from https://www.youtube.com/watch?v=Ixvr1Rgl_Qc&feature=player_embedded
  • Bruns, A. (2008). Blogs, Wikipedia, second life, and beyond. New York, NY: Peter Lang.
  • Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Attention, Perception and Psychophysics, 78(1), 218–241.
  • Carmichael, S. (2013). What it means to be a “whale” and why social gamers are just gamers. Retrieved from http://venturebeat.com/2013/03/14/whales-and-why-social-gamers-are-just-gamers/
  • Dankoff, J. (2014). Game telemetry with DNA tracking on assassin‘s creed. Retrieved from http://www.gamasutra.com/blogs/JonathanDankoff/20140320/213624/Game_Telemetry_with_DNA_Tracking_on_Assassins_Creed.php
  • Dawes, M., & Hall, R. (2005). Towards using first-person shooter computer games as an artificial intelligence testbed. In R. Khosla, R. J. Howlett & L. C. Jain (Eds.), Knowledge-based intelligence information and engineering systems ( pp. 276–288). New York, NY: Springer.
  • DeRosa, M. (2004). Data mining and data analysis for counterterrorism. Retrieved from https://cdt.org/files/security/usapatriot/20040300csis.pdf
  • Drachen, A., Canossa, A., & Møller Sørensen, J. R. (2013). Gameplay metrics in game user research: Examples from the trenches. In M. S. El-Nasr, A. Drachen & A. Canossa (Eds.), Game analytics: Maximizing the value of player data (pp. 285–319). London, UK: Springer.
  • Fulton, W. (2017). Do players really like loot boxes, or are games publishers forcing them on us? Retrieved from https://www.digitaltrends.com/gaming/do-players-like-loot-boxes/
  • Gaming Laboratories International. (2007). GLI standard #21. Retrieved from http://www.gaminglabs.com/downloads/GLI%20Standards/GLI-21%20v2.1.pdf
  • Garris, R., Ahlers, R., & Drsikell, J. E. (2002). Games, motivation & learning: A research and practise model. Simulation & Gaming, 33(4), 441–467.
  • Grieger-Langer, S. (2017). Personal profile and resume. Retrieved from https://profilersuzanne.com/wp-content/uploads/2017/06/Expos%C3%A9-Profiler-Suzanne-english.pdf
  • Hofacker, C. F., Malthouse, E. C., & Sultan, F. (2016). Big data and consumer behavior: Imminent opportunities. Journal of Consumer Marketing, 33(2), 89–97.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Retrieved from http://www.cs.northwestern.edu/~hunicke/MDA.pdf
  • Itch.io. (2018). Top games with server based network players. Retrieved from https://itch.io/games/multiplayer-server
  • Järvinen, A. (2009). Understanding video games as emotional experiences. In M. J. P.Wolf & B. Perron (Eds.), The video game theory reader 2 (pp. 85 –108). New York, NY: Routledge.
  • Jaiganesh, M., Ramadoss, B., Kumar, A. V. A., & Mercy, S. (2015). Performance evaluation of cloud services with profit optimization. Procedia Computer Science, 54(2015), 24–30.
  • Jensen, J. P. (2013). Building tight games with game metrics (part 3). Retrieved from https://gameanalytics.com/blog/building-tight-games-with-game-metrics-part-3.html
  • Joorabchi, M. E., & El-Nasr, M. S. (2011). Measuring the impact of knowledge gained from playing FPS and RPG Games on gameplay performance. In J. Anacleto, S. Fels, N. Graham, B. Kapralos, M. S. El-Nasr & K. Stanley (Eds.), Entertainment computing – ICEC 2011 (pp. 300–306). New York, NY: Springer.
  • Keilman, J. (2016). Is my Xbox spying on me? Retrieved from http://www.chicagotribune.com/news/ct-toys-online-spying-keilman-hf-0106-20160101-column.html
  • Kohler, C., & Rubin, P. (2013). New Xbox one: Kinect-game. Life-WIRED Exclusive [video file]. Retrieved from http://www.youtube.com/watch?v=Hi5kMNfgDS4
  • Lewis, L. (2018). Why investors need to rethink video game companies. Retrieved from https://www.ft.com/content/b53d239e-503a-11e7-a1f2-db19572361bb
  • Mahlmann, T. (2013). Modelling and generation strategy games mechanics. Copenhagen, DK: IT University of Copenhagen.
  • McAloon, A. (2017). Ubisoft‘s ‚player recurring investment‘ revenues outpace digital game sales. Retrieved from https://www.gamasutra.com/view/news/309155/For_the_first_time_Ubisofts_microtransactions_outearned_digital_game_sales.php
  • McGonigal, J. (2012). Reality is broken: Why games make us better and how they can change the world. London, UK: Vintage.
  • Nye-Griffiths, D. (2014). Titanfall‘s anti-cheat system activates, is beautyful and hilarious. Retrieved from https://www.forbes.com.com/sites/danielnyegriffiths/2014/03/27/titanfalls-anti-cheat-system-activates-is-beautiful-and-hilarious/#c07b24035eb8
  • Products. (2018). Retrieved from https://www.adobe.com/products/catalog.html
  • Roberts-Witt, S. L. (2002). Data mining: What lies beneath? Retrieved from https://www.pcmag.com/article2/0,2817,1162415,00.asp
  • Robinson, M. (2016). The game industry´s shift to deep data. Retrieved from http://dataconomy.com/2016/02/the-games-industrys-shift-to-deep-data/
  • Seti Stars (nd). Retrieved from https://setistars.org/
  • Shachtman, N. (2010). Exclusive: Google, CIA invest in “future” of web monitoring. Retrieved from https://www.wired.com/2010/07/exclusive-google-cia/
  • Srivastava T., Desikan P., & Kumar V. (2005). Web mining: Concepts, applications and research directions. In W. Chu, T. Y. Lin (Eds.), Foundations and advances in data mining.(studies in fuzziness and soft computing)(pp. 275–307). Berlin, DE: Springer.
  • Steam Support. (2017). Valve Anti-Cheat system (VAC). Retrieved from https://support.steampowered.com/kb_article.php?ref=7849-Radz-6869
  • Strickland, D. (2017). EA earns $1.68 billion in microtransactions FY2017. Retrieved from https://www.tweaktown.com/news/57475/ea-earns-1-68-billion-microtransactions-fy2017/index.html
  • Thomas, S. (2017). Microsoft finally kills off support for the Xbox kinect peripheral. Retrieved from http://www.game-debate.com/news/23950/microsoft-finally-kills-off-support-for-the-xbox-kinect-peripheral
  • Thompson, C. (2007). Halo 3: How Microsoft labs invented a new science of play. Retrieved from http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo?currentPage=all
  • Trend Micro Forward-Looking Threat Research Team. (2016). Funding cybercrime: The hidden side of online gaming currency selling. Retrieved from https://blog.trendmicro.com/trendlabs-security-intelligence/funding-cybercrime-the-hidden-side-of-online-gaming-currency-selling/
  • Wang, H., Shen, C., & Ritterfeld, U. (2009). Enjoyment of digital games – what makes them “seriously” fun? In U. Ritterfeld, M. Cody & P. Vorderer. (Eds.), Serious games. Mechanisms and effects (pp. 25–47). New York, NY: Routledge.
  • Wooldridge, D., & Schneider, M. (2010). The business of Iphone app development: Making and marketing apps that succeed. New York, NY: Apress.
Toplam 42 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim ve Medya Çalışmaları
Bölüm Araştırma Makaleleri
Yazarlar

Stefan Pıaseckı Bu kişi benim 0000-0002-1120-977X

Yayımlanma Tarihi 29 Haziran 2018
Gönderilme Tarihi 14 Mart 2018
Yayımlandığı Sayı Yıl 2018 Sayı: 54

Kaynak Göster

APA Pıaseckı, S. (2018). Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective. Connectist: Istanbul University Journal of Communication Sciences(54), 141-162.
AMA Pıaseckı S. Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective. Connectist: Istanbul University Journal of Communication Sciences. Haziran 2018;(54):141-162.
Chicago Pıaseckı, Stefan. “Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective”. Connectist: Istanbul University Journal of Communication Sciences, sy. 54 (Haziran 2018): 141-62.
EndNote Pıaseckı S (01 Haziran 2018) Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective. Connectist: Istanbul University Journal of Communication Sciences 54 141–162.
IEEE S. Pıaseckı, “Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective”, Connectist: Istanbul University Journal of Communication Sciences, sy. 54, ss. 141–162, Haziran 2018.
ISNAD Pıaseckı, Stefan. “Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective”. Connectist: Istanbul University Journal of Communication Sciences 54 (Haziran 2018), 141-162.
JAMA Pıaseckı S. Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective. Connectist: Istanbul University Journal of Communication Sciences. 2018;:141–162.
MLA Pıaseckı, Stefan. “Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective”. Connectist: Istanbul University Journal of Communication Sciences, sy. 54, 2018, ss. 141-62.
Vancouver Pıaseckı S. Winners or Victims? Discussing Identity Tracking and Behavior Analysis in Next-Gen Video Games from a Digital Civil Rights Perspective. Connectist: Istanbul University Journal of Communication Sciences. 2018(54):141-62.