Araştırma Makalesi

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

Sayı: 54 29 Haziran 2018
  • Stefan Pıaseckı
PDF İndir
TR EN

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

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.

Anahtar Kelimeler

Kaynakça

  1. Aarseth, E. J. (1997). Cybertext: Perspectives on ergodic literature. Baltimore, MD: John Hopkins University Press.
  2. Anonymous. (2012). The science of CS: Go heatmaps. Retrieved from http://blog.counter-strike.net/science/maps.html
  3. Arntz, P. (2016). The facts about botnets. Retrieved from https://blog.malwarebytes.com/cybercrime/2015/02/the-facts-about-botnets/
  4. Blackhurst, J. (2011). JC2 point cloud visualisation, realtime [video file]. Retrieved from https://www.youtube.com/watch?v=Ixvr1Rgl_Qc&feature=player_embedded
  5. Bruns, A. (2008). Blogs, Wikipedia, second life, and beyond. New York, NY: Peter Lang.
  6. 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.
  7. 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/
  8. 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

Ayrıntılar

Birincil Dil

İngilizce

Konular

İletişim ve Medya Çalışmaları

Bölüm

Araştırma Makalesi

Yazarlar

Yayımlanma Tarihi

29 Haziran 2018

Gönderilme Tarihi

14 Mart 2018

Kabul Tarihi

23 Mayıs 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. https://izlik.org/JA75HT89YU
AMA
1.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):141-162. https://izlik.org/JA75HT89YU
Chicago
Pıaseckı, Stefan. 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, sy 54: 141-62. https://izlik.org/JA75HT89YU.
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
[1]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, Haz. 2018, [çevrimiçi]. Erişim adresi: https://izlik.org/JA75HT89YU
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 (01 Haziran 2018): 141-162. https://izlik.org/JA75HT89YU.
JAMA
1.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, Haziran 2018, ss. 141-62, https://izlik.org/JA75HT89YU.
Vancouver
1.Stefan 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 [Internet]. 01 Haziran 2018;(54):141-62. Erişim adresi: https://izlik.org/JA75HT89YU