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Children's Privacy in Digital Games: A Study of Free Games on the Google Play Store

Yıl 2025, Cilt: 10 Sayı: 25, 1122 - 1159, 30.09.2025
https://doi.org/10.37679/trta.1668215

Öz

Digital games play an increasingly prominent role in children's cognitive and social development, but they also raise serious concerns about personal data security and privacy. Although existing research often focuses on technical compliance and general data protection practices, there is a notable lack of studies examining how privacy policies are communicated to children, how suitable these policies are for their developmental level, and whether visual or interactive elements are used to enhance understanding. This study aims to address this gap by evaluating the child-centered clarity and adequacy of privacy policies in mobile games in terms of visual-linguistic design, readability, and legal compliance. A total of nine free, teacher-approved digital games with over five million downloads from the Google Play Store were selected as the sample. Using a qualitative content analysis framework, the study assessed games based on data collection methods, third-party data sharing, the complexity of privacy policy language, compliance with international and national regulations, and the Ateşman Readability Index to determine age-appropriate accessibility. The findings indicate that most games do not offer child-friendly or clearly written privacy policies, rarely use visuals or symbols to support understanding, and often fail to ensure transparency in data-sharing practices.Although the games are accessible in the Turkish market, none explicitly commit to complying with Türkiye’s Personal Data Protection Law (KVKK). These results reveal the lack of privacy safeguards tailored to children and emphasize the need for child-specific legal frameworks, as well as broader educational policies to foster digital and game literacy among children, parents, and educators.

Kaynakça

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  • Anderson, C. (2008). Journalism: Expertise, authority, and power in democratic life. D. Hesmondhalgh, & J. Toynbee (Ed.), The Media and Social Theory içinde (ss. 248-264). Routledge
  • Ateşman, E. (1997). Türkçede okunabilirliğin ölçülmesi. Dil Dergisi, 58, 71-74.
  • Aufderheide, P., & Firestone, C. M. (1993). Media literacy: A report of the national leadership conference on media literacy. The Aspen Institute Wye Center. (Erişim Tarihi: 07.03. 2025)
  • Badur, E. (2024). Sosyal medyada çocuğa dair ebeveyn paylaşımları [sharenting] ve çocuğun özel hayatı. Kişisel Verileri Koruma Kurumu Bülten, Nisan-Temmuz(5), 6-9. https://kvkk.gov.tr/SharedFolderServer/CMSFiles/35b708d7-449d-417d-87cb-d52f46dd570f.pdf (Erişim Tarihi: 10.03.2025)
  • Bennet, L. (2009). Reflections on privacy, identity and consent in on-line services.Information Security Tech. Report, 14(3), 119-123. https://doi.org/10.1016/j.istr.2009.10.003
  • Carlsson, R., Rauti, S., Laato, S., Heino, T., & Leppänen, V. (2023). Privacy in popular children’s mobile applications: A network traffic analysis. 2023 46th MIPRO ICT and Electronics Convention (MIPRO), (ss. 1213-1218). Opatija.https://doi.org/10.23919/MIPRO57284.2023.10159753
  • Cheung, A. S. (2014). Location privacy: The challenges of mobile service devices.Computer Law & Security Review, 30(1), 41-54. https://doi.org/10.1016/j.clsr.2013.11.005
  • Christofferson, A., Videbaek, A., Egan, A., Rowland, T., & Madden, M. (2024). Gamer survey: Young players reshape the industry. Bain & Company: https://www.bain.com/insights/gamer-survey-young-players-reshape-the-industry-gaming-report-2024/ (Erişim Tarihi: 11.03.2025)
  • Clarke, R., & Wigan, M. (2011). You are where you’ve been: The privacy implicationsof location and tracking technologies. Journal of Location Based Services ,3-4(5), 138-155. https://doi.org/10.1080/17489725.2011.637969
  • Daneels, R., & Vanwynsberghe, H. (2017). Mediating social media use: Connecting parents mediation stratehies and social media literacy. Cyberpsychology:Journal of Psychosocial Research on Cyberspace, 11(3), 1-13. https://doi.org/10.5817/CP2017-3-5
  • Datareportal. (2025). Digital around the world. https://datareportal.com/global-digital-overview (Erişim Tarihi: 09.03.2025)
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  • Duarte, F. (2025). How many gamers are there? Exploding Topics: https://explodingtopics.com/blog/number-of-gamers (Erişim Tarihi: 10.03.2025)
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  • Katatikarn, J. (2024). Online gaming statistics and facts: The definitive guide. Academy of Animated Art: https://academyofanimatedart.com/gaming-statistics/(Erişim Tarihi: 11.03.2025)
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  • Livingstone, S., & Helsper, E. J. (2008). Parental mediation of children’s internet use.Journal of Broadcasting & Electronic Media, 52(4), 581-599. https://doi.org/10.1080/08838150802437396
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Dijital Oyunlarda Çocuk Mahremiyeti: Google Play Store’da Ücretsiz Oyunlar Üzerine Bir Araştırma

Yıl 2025, Cilt: 10 Sayı: 25, 1122 - 1159, 30.09.2025
https://doi.org/10.37679/trta.1668215

Öz

Dijital oyunlar, çocukların sosyal ve bilişsel gelişiminde önemli bir rol üstlenirken, kişisel veri güvenliği ve mahremiyet açısından da ciddi riskleri beraberinde getirmektedir. Mevcut literatürde teknik uyumluluk ya da genel gizlilik politikaları üzerine odaklanan çalışmalar bulunmakla birlikte, bu politikaların çocuklara nasıl aktarıldığı, çocukların gelişim düzeyine ne ölçüde uygun olduğu ve görsel-işitsel içeriklerle nasıl desteklendiği yeterince incelenmemiştir. Bu bağlamda, bu çalışma dijital oyunlarda yer alan gizlilik politikalarının çocuklara yönelik anlaşılabilirliğini ve çocuk hakları bağlamındaki yeterliliğini görsel-dilsel tasarım, okunabilirlik düzeyi ve yasal uyumluluk açısından bütüncül bir çerçevede ele alarak mevcut alanyazına katkı sunmayı hedeflemektedir. Bu amaç doğrultusunda, Google Play Store’da ücretsiz olarak sunulan, en az 5 milyon indirme sayısına sahip ve öğretmen onaylı etiketine sahip 9 dijital çocuk oyunu örneklem olarak seçilmiştir. Oyunların veri toplama yöntemleri, üçüncü taraflarla veri paylaşımı, gizlilik politikalarının dili, yasal düzenlemelere uyum düzeyi ve Ateşman Okunabilirlik İndeksi üzerinden hedef kitleye uygunluğu nitel içerik analizi kapsamında geliştirilen bir kodlama cetveli ile değerlendirilmiştir. Çalışmanın bulguları, çocuklara özel hazırlanmış açık ve sade gizlilik politikalarının büyük ölçüde eksik olduğunu, veri güvenliği konularında çocukların anlayabileceği araçların neredeyse hiç kullanılmadığını ve birçok oyunda veri paylaşımına dair şeffaflığın sağlanmadığını ortaya koymuştur. Ayrıca oyunların Türkiye pazarında indirilmeye açık olmasına rağmen KVKK’ya yönelik herhangi bir yasal taahhüdün sunulmadığı görülmüştür. Sonuç olarak dijital oyunların gizlilik ve mahremiyet politikalarının çocuk haklarını yeterince gözetmediği dolayısıyla da hem ek yasal düzenlemelere hem de her seviyeden vatandaşa dijital okuryazarlık ve dijital oyun okuryazarlığına yönelik eğitim politikalarının gerekliliğini ortaya koymaktadır.

Kaynakça

  • 42matters. (2025, 20 Şubat). Google play vs the Apple app store: App stats and trends. https://42matters.com/stats (Erişim Tarihi: 19.03.2025)
  • Alvarado, M., & Boyd-Barrett, O. (1992). Media education: An introduction. British Film Institute
  • Anderson, C. (2008). Journalism: Expertise, authority, and power in democratic life. D. Hesmondhalgh, & J. Toynbee (Ed.), The Media and Social Theory içinde (ss. 248-264). Routledge
  • Ateşman, E. (1997). Türkçede okunabilirliğin ölçülmesi. Dil Dergisi, 58, 71-74.
  • Aufderheide, P., & Firestone, C. M. (1993). Media literacy: A report of the national leadership conference on media literacy. The Aspen Institute Wye Center. (Erişim Tarihi: 07.03. 2025)
  • Badur, E. (2024). Sosyal medyada çocuğa dair ebeveyn paylaşımları [sharenting] ve çocuğun özel hayatı. Kişisel Verileri Koruma Kurumu Bülten, Nisan-Temmuz(5), 6-9. https://kvkk.gov.tr/SharedFolderServer/CMSFiles/35b708d7-449d-417d-87cb-d52f46dd570f.pdf (Erişim Tarihi: 10.03.2025)
  • Bennet, L. (2009). Reflections on privacy, identity and consent in on-line services.Information Security Tech. Report, 14(3), 119-123. https://doi.org/10.1016/j.istr.2009.10.003
  • Carlsson, R., Rauti, S., Laato, S., Heino, T., & Leppänen, V. (2023). Privacy in popular children’s mobile applications: A network traffic analysis. 2023 46th MIPRO ICT and Electronics Convention (MIPRO), (ss. 1213-1218). Opatija.https://doi.org/10.23919/MIPRO57284.2023.10159753
  • Cheung, A. S. (2014). Location privacy: The challenges of mobile service devices.Computer Law & Security Review, 30(1), 41-54. https://doi.org/10.1016/j.clsr.2013.11.005
  • Christofferson, A., Videbaek, A., Egan, A., Rowland, T., & Madden, M. (2024). Gamer survey: Young players reshape the industry. Bain & Company: https://www.bain.com/insights/gamer-survey-young-players-reshape-the-industry-gaming-report-2024/ (Erişim Tarihi: 11.03.2025)
  • Clarke, R., & Wigan, M. (2011). You are where you’ve been: The privacy implicationsof location and tracking technologies. Journal of Location Based Services ,3-4(5), 138-155. https://doi.org/10.1080/17489725.2011.637969
  • Daneels, R., & Vanwynsberghe, H. (2017). Mediating social media use: Connecting parents mediation stratehies and social media literacy. Cyberpsychology:Journal of Psychosocial Research on Cyberspace, 11(3), 1-13. https://doi.org/10.5817/CP2017-3-5
  • Datareportal. (2025). Digital around the world. https://datareportal.com/global-digital-overview (Erişim Tarihi: 09.03.2025)
  • Domine, V. (2011). Building 21st-century teachers: An intentional pedagogy of media literacy education. Action in Teacher Education, 33(2), 194-205. https://doi.org/10.1080/01626620.2011.569457
  • Duarte, F. (2025). How many gamers are there? Exploding Topics: https://explodingtopics.com/blog/number-of-gamers (Erişim Tarihi: 10.03.2025)
  • Federal Trade Commission. (1998). Children’s online privacy protection rule (“COPPA”). https://www.ftc.gov/legal-library/browse/rules/childrens-online-privacy-protection-rule-coppa (Erişim Tarihi: 16.03.2025)
  • Fedorov, A. (2008). Media education around the world: Brief history. Acta Didactica Napocensia, 2(1), 56-68.
  • Flores-Koulish, S. A. (2005). Teacher education for critical consumption of mass media and popular culture. Routledge
  • Gee, J. P. (2010). A situated-sociocultural approach to literacy and technology. E. Baker (Ed.) The New Literacies: Multiple Perspectives on Research and Practice içinde (ss. 165-193). Guilford Publications
  • Gill, S. (2025). How many gamers are there in 2025? Latest stats. Priori Data: https://prioridata.com/number-of-gamers/ (Erişim Tarihi: 11.03.2025)
  • Gilsenan, K. (2025). The next gen: Getting to know kids’ relationship with video games. GWI: https://www.gwi.com/blog/kids-relationship-with-video-games (Erişim Tarihi: 11.03.2025)
  • Google. (tarih yoka). Google play aile politikaları. https://support.google.com/googleplay/android-developer/answer/9893335?hl=tr# (Erişim Tarihi:25.03.2025)
  • Google. (tarih yokb). Öğretmen onaylı uygulamalar geliştirme. https://play.google.com/intl/tr/console/about/programs/teacherapproved/ (Erişim Tarihi:25.03.2025)
  • Haywood, A., & Sembiante, S. (2023). Media literacy education for parents: A systematic literature review. Journal of Media Literacy Education, 15(3), 79-92.https://doi.org/10.23860/JMLE-202315-3-7
  • Hobbs, R. (2001). Improving reading comprehension by using media literacy activities. Voices from the Middle, 8(4), 44-50. https://doi.org/10.58680/vm20012353
  • Huizinga, J. (2022). Homo ludens (11 b.). (A. Önal, Çev.) İstanbul: Ayrıntı Yayınları
  • Intersoft Consulting. (2016). General data protection regulation GDPR. https://gdpr-info.eu/ (Erişim Tarihi: 17.03.2025)
  • Katatikarn, J. (2024). Online gaming statistics and facts: The definitive guide. Academy of Animated Art: https://academyofanimatedart.com/gaming-statistics/(Erişim Tarihi: 11.03.2025)
  • Kişisel Verileri Koruma Kurumu. (2024). Dijital çağda mahremiyet: Çocukların kişisel verilerinin korunması. Bülten, Nisan-Temmuz(5), s. 21. https://kvkk.gov. tr/SharedFolderServer/CMSFiles/35b708d7-449d-417d-87cb-d52f46dd570f.pdf (Erişim Tarihi: 17.03.2025)
  • Kişisel Verilerin Korunması Kanunu. (2016, 07 Temmuz). Resmi Gazete (Sayı: 29677). https://www.mevzuat.gov.tr/mevzuat?MevzuatNo=6698&MevzuatTur=1&MevzuatTertip=5 (Erişim Tarihi: 17.03.2025)
  • Klimmt, C. (2009). Key dimensions of contemporary video game literacy: Towards a normative model of the competent digital gamer. Journal for ComputerGame Culture, 3(1), 23-31. https://doi.org/10.7557/23.5992
  • Knezovic, A. (2025). 200+ Mobile gaming market statistics. Udonis: https://www.blog.udonis.co/mobile-marketing/mobile-games/mobile-gaming-statistics(Erişim Tarihi: 11.03.2025)
  • Krcmar, M., & Cingel, D. P. (2016). Moral foundations theory and moral reasoning in video game play: Using real-life morality in a game context. Journal of Broadcasting & Electronic Media, 60(1), 87-103. https://doi.org/10.1080/08838151.2015.1127246
  • Livingstone, S., & Third, A. (2017). Children and young people’s rights in the digitalage: An emerging agenda. New Media & Society, 19(5), 657-670. https://doi.org/10.1177/1461444816686318
  • Livingstone, S., & Helsper, E. J. (2008). Parental mediation of children’s internet use.Journal of Broadcasting & Electronic Media, 52(4), 581-599. https://doi.org/10.1080/08838150802437396
  • Livingstone, S., Bober, M., & Helsper, E. (2005). Internet literacy among children and young people: Findings from the UK Children Go Online project. LSE Research Online.
  • Maqsood, S., & Chiasson, S. (2021). Design, Development, and Evaluation of a Cybersecurity, Privacy, and Digital Literacy Game for Tweens. ACMTransactions on Privacy and Security (TOPS), 24(4), 1-37. https://doi. org/10.1145/3469821
  • Meng, W., Ding, R., Chung, S., Han, S., & Lee, W. (2016). The price of free: Privacy leakage in personalized mobile in-app ads. Conference: Network and Distributed System Security Symposium. San Diego. https://doi.org/10.14722/ndss.2016.23353
  • Michael, K., & Clarke, R. (2013). Location and tracking of mobile devices: Überveillance stalks the streets. Computer Law & Security Review, 29(3), 216-228.https://doi.org/10.1016/j.clsr.2013.03.004
  • Neumann, L. (2006). Toplumsal araştırma yöntemleri: Nitel ve nicel yaklaşımlar (2 Cilt). (S.Özge, Çev.): Yayınodası
  • Newzoo. (2024). Global games market report. Newzoo.
  • Özcan, A. (2017). Dijital medya okuryazarlığı: Sorunlar, uygulamalar ve beklentiler.AJIT-e: Online Academic Journal of Information Technology, 8(28), 55-66. https://doi.org/10.5824/1309‐1581.2017.3.004.x
  • PEGI. (2017a). The PEGI organisation. https://pegi.info/index.php/page/pegi-organisation (Erişim Tarihi: 18.03.2025)
  • PEGI. (2017b). What do the labels mean? The PEGI age labels: https://pegi.info/what-dothe-labels-mean (Erişim Tarihi: 18.03.2025)
  • PEGI. (2017c). PEGI online safety code. https://pegi.info/page/pegi-online-safety-code(Erişim Tarihi: 19.03.2025)
  • PEGI. (2017d). Parental control tools. https://pegi.info/parental-controls (Erişim Tarihi:19.03.2025)
  • Pimienta, J., Brandt, J., Bethe, T., Holz, R., Continella, A., Jibb, L., & Grundy, Q.(2023). Mobile apps and children’s privacy: A traffic analysis of datasharing practices among children’s mobile iOS apps. Archives of Disease in Childhood, 108(11), 943-945. https://doi.org/10.1136/archdischild-2023-325960
  • Potter, W. J. (2019). Media literacy (9 b.). Sage
  • Public Interest Privacy Center. (2024). Comparing the house’s COPPA 2.0 AINS with the senate’s KOSPA. https://publicinterestprivacy.org/2024-09-17-coppa-2-0/ (Erişim Tarihi: 17.03.2025)
  • Reyes, I. (2018). “Won’t somebody think of the children?” Examining COPPA Compliance at Scale. Proceedings on Privacy Enhancing Technologies(3), 63-83.https://doi.org/10.1515/popets-2018-0021
  • Rubin, A. M. (1998). Media literacy. Journal of Communication, 48(1), 3-4. https://doi.org/https://doi.org/10.1111/j.1460-2466.1998.tb02732.x
  • Sas, M., Denoo, M., & Mühleberg, J. T. (2023). Informing children about privacy: A review and assessment of age-appropriate information designs in kids-oriented f2p video games. Proceedings of the ACM on Human-Computer Interaction, Chi Play(7), 425-463. https://doi.org/10.1145/3611036
  • Tanışık, S., & Bal, S. (2024). Dijital mahremiyet ve kurumsal sorumluluk: Kişisel verilerin korunmasında iletişim teknolojilerinin kamusal rolü. Yeni Medya(16), 268-285. https://doi.org/10.55609/yenimedya.1424182
  • Tornero, J. M., & Varis, T. (2010). Media literacy and new humanism. UNESCO.
  • Urban, J. M., Hoofnagle, C. J., & Li, S. (2012). Mobile phones and privacy. UC Berkeley Public Law Research Paper No. 2103405. Berkeley University of California.
  • Weßel, A. (2020). Digital game literacy—potential, challenges, and ethical implications. M. Groen, N. Kiel, A. Tillmann, & A. Weßel (Ed.), Games and Ethics:Theoretical and Empirical Approaches to Ethical Questions in Digital Game Cultures içinde (s. 177-196). Springer.
  • Westbrook, N. (2011). Media literacy pedagogy: Critical and new/twenty-first-century literacies instruction. E–Learning and Digital Media, 8(2), 154-164. http://dx.doi.org/10.2304/elea.2011.8.2.154
  • Yıldırım, A., & Şimşek, H. (2018). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin.
  • Zacchetti, M., & Vardakas, P. (2008). A European approach to media literacy. U. Carlsson, & S. Tayie (Ed.), Empowerment through media education: An intercultural dialogue içinde (s. 117-124). Göteborg University.
  • Zagal, J. P. (2010). Ludoliteracy: Defining, understanding, and supporting games education. ETC Press.
Toplam 60 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim ve Medya Çalışmaları (Diğer)
Bölüm Makale
Yazarlar

Ömer Faruk Zararsız 0000-0002-0485-7576

Yayımlanma Tarihi 30 Eylül 2025
Gönderilme Tarihi 30 Mart 2025
Kabul Tarihi 23 Eylül 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 10 Sayı: 25

Kaynak Göster

APA Zararsız, Ö. F. (2025). Children’s Privacy in Digital Games: A Study of Free Games on the Google Play Store. TRT Akademi, 10(25), 1122-1159. https://doi.org/10.37679/trta.1668215