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Rod McCall <[log in to unmask]>
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Rod McCall <[log in to unmask]>
Date:
Sun, 13 May 2012 11:55:48 +0200
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Workshop on The Challenges of Ethics, Privacy and Trust in Serious Gaming

11th International Conference on Entertainment Computing, 2012, Bremen
26-29th September 2012

Conference Website: www.icec2012.org
Workshop Website: ept2012.uni.lu

Organisers: Rod McCall, Lynne Baillie, Franziska Boehm & Mike Just

Overview

The workshop will explore the core challenges associated with the increasing use of serious gaming in particular those systems that seek to persuade users to alter their behavior. The workshop will focus on three main areas: data privacy, trustworthiness and usability. The workshop particularly welcomes submissions from people who seek to bridge the divide between these topics.

Introduction

Serious gaming technologies are being used to address a number of societal challenges such as traffic congestion, e-health, cross cultural awareness and education.  Furthermore, as these technologies become increasing mobile, social and ubiquitous in nature a number of core challenges arise.

Firstly, as has been documented within the media, mobile phone manufacturers and operating system developers often insert clauses that allow their platforms to store the location and other private information. As users frequently fail to read the full terms and conditions they are often unsure of precisely what is being stored about them and how it will be used. The problem of data retention also extends to massive multiplayer online games and worlds such as SecondLife. This leads to a perceptual gap in terms of what users believe they have signed up to and what they have actually agreed to. As a result there is a need to explore the data privacy and protection issues that surround serious and persuasive gaming. For example, at present data is often stored by the provider or manufacturing company e.g., SecondLife, Google or Apple who have access to all the user actions and information. The data privacy issue is even more problematic in areas such as ehealth.

Currently many games platforms and technologies are being used for e-health and rehabilitation in particular e.g. the Wii, Kinect etc. This has shifted the gaming platforms from being technologies for play into being medical devices for rehabilitation and monitoring. What are the implications of this from a privacy and trust perspective? Further how can we ensure that we design serious ehealth games to ensure that they are fit for purpose?

User acceptance of games as a viable tool is necessary for users to fully engage in a consistent and accurate manner. A lack of acceptance or trust in how the games behave (the “rules”) and how it treats them and information could reduce or nullify potential game benefits. In particular, proper design and interaction with the user are critical to ensure appropriate and acceptable game actions and responses, especially for applications such as e-health where some users might already be in sensitive or vulnerable situations. Trust may also be derived from the game results and how they are presented and conveyed, as can be seen in a workplace environment where colleagues may be able to see the results of others, especially if game results were to portray a user in a particularly negative way.

In multi-player games, trust in player authenticity is important to ensure that impersonators cannot access personal information, or attempt to receive game benefits belonging to other users. Trust also hinges upon games being played “within the rules”, including the behaviour of the game players and the game manager. Proper design and interaction with users is thus important in terms of a trustworthy design and in conveying this to participating users.

Core Themes And Topics of This Workshop

The workshop is open to all those with an interest in serious gaming however we particularly welcome those that focus on one or more of the following:

·       Data privacy, including legal aspects

·       Games for Internet security

·       Trustworthiness

·       Social networking or crowd surfing approaches

·       Location-aware technologies

·       ehealth and rehabilitation games

·       Massive multiplayer online games

·       User studies or methodologies relating to trust or privacy

·       Usability and human-factors issues relating to trust or privacy

·       Ethical issues associated with serious and persuasive gaming

The workshop is intended as a discussion forum therefore we welcome submissions that identify specific problems or concerns as much as those which present completed studies.

Key Dates:

·       Submission deadline: June 1st

·       Notification of acceptance: June 8th

·       Final camera ready papers: 1st July


Submissions

All submissions should be a maximum of 4 pages (in Springer LNCS format) and have to be submitted through the electronic submission system.

Organising Committee

	• Prof. Lynne Baillie, Glasgow Caledonian University
	• Dr Rod McCall, University of Luxembourg
	• Dr Mike Just, Glasgow Caledonian University
	• Dr Franziska Boehm, University of Luxembourg

Programme Committee

More people will be announced shortly

	• Dr Vincent Koenig, University of Luxembourg
	• Dr Gabriele Lenzini, University of Luxembourg
	• Dr Lynne Coventry, University of Northumbria
	• Dr Michelle Govan, Glasgow Caledonian University
	• Prof. Peter Y. A. Ryan, University of Luxembourg

For more information please visit: http://ept2012.uni.lu


Dr Rod McCall
Interdisciplinary Centre for Security, Reliability and Trust
University of Luxembourg
[log in to unmask]
www.securityandtrust.lu
www.rodmc.com / twitter: rodlux

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