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.
Type of media:
Text
Last update:
2020-02-27
License:
This medium is made available under a CC BY-SA 4.0 international license.
What does this mean?
How to reference this medium
This medium is made available under a CC BY-SA 4.0 international license.
What does this mean?
How to reference this medium
Media package:
Description:
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.
Related media:
Learning resource type:
Information sheet
Subjects:
Ethics; Information and Communication Technology (ICT); Technology
Grade levels:
Grade 7 to 9; Grade 10 to 13
School types:
Middle/high school; Vocational training
Keywords:
Computer technology; Data processing; Data protection; Information Technology; Internet; Society
Bibliography:
Siemens Stiftung Media Portal
Author:
irights-lab.de
Rights holder:
© Siemens Stiftung 2019