TY - GEN
T1 - An Analysis of Mobile Gaming Apps' Privacy Policies
AU - Wang, Tian
AU - Hayes, Carol Mullins
AU - Chen, Chen
AU - Bashir, Masooda
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - In the past decade, the gaming industry has seen a sharp rise in popularity, particularly in mobile gaming, and these numbers have only increased with the recent COVID-19 pandemic. Given the amount of user information being collected and shared by these gaming apps as well as the demographics of its users such as minors, it is critical to examine these apps' privacy vulnerabilities. In this study, we reviewed and analyzed 20 popular gaming apps' privacy policies and evaluated their explicit privacy protections or lack thereof. In particular, we examined if any specific privacy protections are provided to vulnerable groups like children and teenagers. Results found that although these gaming apps have privacy protections listed in their policies, only a few of them explicitly identify individual's consent and choice. Also, most of the privacy protections on minors like children and teenagers provided by these gaming apps are only at a basic level. Results from this study can provide guidance to both app users and app developers on the measures that each app is already taking on privacy protections, as well as identifying the vulnerabilities and potential privacy risks that currently exist. Furthermore, it can provide guidance for implementing appropriate privacy policies to protect users' personal data.
AB - In the past decade, the gaming industry has seen a sharp rise in popularity, particularly in mobile gaming, and these numbers have only increased with the recent COVID-19 pandemic. Given the amount of user information being collected and shared by these gaming apps as well as the demographics of its users such as minors, it is critical to examine these apps' privacy vulnerabilities. In this study, we reviewed and analyzed 20 popular gaming apps' privacy policies and evaluated their explicit privacy protections or lack thereof. In particular, we examined if any specific privacy protections are provided to vulnerable groups like children and teenagers. Results found that although these gaming apps have privacy protections listed in their policies, only a few of them explicitly identify individual's consent and choice. Also, most of the privacy protections on minors like children and teenagers provided by these gaming apps are only at a basic level. Results from this study can provide guidance to both app users and app developers on the measures that each app is already taking on privacy protections, as well as identifying the vulnerabilities and potential privacy risks that currently exist. Furthermore, it can provide guidance for implementing appropriate privacy policies to protect users' personal data.
KW - mobile gaming applications
KW - privacy policy
UR - http://www.scopus.com/inward/record.url?scp=85147547315&partnerID=8YFLogxK
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U2 - 10.1109/GEM56474.2022.10017750
DO - 10.1109/GEM56474.2022.10017750
M3 - Conference contribution
AN - SCOPUS:85147547315
T3 - 2022 IEEE Games, Entertainment, Media Conference, GEM 2022
BT - 2022 IEEE Games, Entertainment, Media Conference, GEM 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2022 IEEE Games, Entertainment, Media Conference, GEM 2022
Y2 - 27 November 2022 through 30 November 2022
ER -