Education and promotion
of security in (computer) games
As with many sub-areas of IT, security is also central to computer games, but is often disregarded. This is also versatile from the point of view of computer games.
Data Kraken
With the growing popularity of “free to play” gaming as a funding method, the understanding of how players pay for the game played has become increasingly blurred. The payment for the service (the computer game) is often not a one-off or recurring sum of money. Game manufacturers finance their one-off (game development) and ongoing (multiplayer server, content patches, etc.) costs through other means. A large amount of data is collected about gaming behavior and the person playing. Gamerlicious aims to raise awareness about these funds so that players can make more informed decisions about how they pay for their games. This educational work is intended to enable interested persons to check which data is being collected and to restrict it as far as possible.
Personal data in games
Data that is given voluntarily also needs to be carefully considered. In connection with safe online dealings, multiplayer games are also places where not too much information should be revealed. We want to develop an awareness of the fact that we may not know the people behind the other characters and how much private information we want to reveal to them.
Relevance of the systems
Going in a slightly different direction, the security of the IT system on which the game is played is also relevant. Be it a smartphone, a console or a PC. Before a game can be played, it must be purchased and installed. Here it is important that the source from which the game is obtained is trustworthy. Gamerlicious tries to use examples to explain characteristics that can be used to identify a trustworthy source.