Abstract
Privacy is a well-known concern connected to teenagers’ use of e.g., social media, mobile apps, and wearables. An increasing number of schools are looking for ways to integrate this topic in their activities, as part of informatics subjects or integrated in other subjects as part of basic digital competences. This paper explores how chatbot serious games, i.e. games that evolves as a conversation between a player and a software agent, can be used as a tool to raise privacy awareness. We present PrivaCity, a chatbot game to raise privacy awareness in smart cities. Focus on smart cities is motivated by a predominant focus in existing games on what to share and not to share on social networks. Little is done to learn about the risks of the digital footprints, when data is collected about the citizens across a multitude of devices, digital services, and ubiquitous digital sensors. The paper presents the game design, implementation, and evaluation.
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For more information on Microsoft Bot Framework see https://dev.botframework.com/ and for Microsoft LUIS https://www.luis.ai/home.
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Acknowledgements
The research is co-funded by the NFR IKTPLUSS project ALerT, #270969. We thank the students and teachers who joined the evaluation.
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Berger, E., Sæthre, T.H., Divitini, M. (2019). PrivaCity. In: Pozdniakov, S., Dagienė, V. (eds) Informatics in Schools. New Ideas in School Informatics. ISSEP 2019. Lecture Notes in Computer Science(), vol 11913. Springer, Cham. https://doi.org/10.1007/978-3-030-33759-9_23
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