Big-data practical example – Virtual gaming worlds like Pokémon Go (information sheet)
Text
Information sheet:
The text uses the example of the online game Pokémon Go to discuss how virtual gaming worlds make use of the real world, what data the players transmit, what value this has, and who might be interested in the data.
Medientyp:
Text (123,6 kByte)
Letzte Aktualisierung:
27.02.2020
Lizenz:
Dieses Medium steht unter einer CC BY-SA 4.0 international Lizenz.
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Dieses Medium steht unter einer CC BY-SA 4.0 international Lizenz.
Was bedeutet das?
So verweisen Sie auf das Medium
Medienpaket:
Beschreibung:
Computer games normally consist of a completely virtual world: Everything is programmed and exists only as code. In contrast, Pokémon Go is a new type of online game that uses the real world as a gaming backdrop and combines a virtual world including fantasy creatures with reality. For this purpose, the developer acquires and uses information such as extensive geodata of the players. The data can be used for advertising purposes, data profiles can be created, and the data can be sold. What is concerning is that the game manufacturers do not reveal how they use the data. The users are thus deprived of sovereignty over their own data.
Dazugehörige Medien:
Lernobjekttyp:
Information sheet
Fächer:
Ethics; Information and Communication Technology (ICT); Technology
Klassenstufen:
Grade 7 to 9; Grade 10 to 13
Schultypen:
Middle/high school; Vocational training
Stichworte:
Computer technology; Data processing; Data protection; Information Technology; Internet; Society
Bibliographie:
Siemens Stiftung Media Portal
Urheber/Produzent:
irights-lab.de
Rechteinhaber:
© Siemens Stiftung 2019