Linking social networks with virtual worlds and online games: A study of the dangers related to personal information getting in the wrong hands
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
The purpose of this article is to inform researchers and developers of cross-media solutions about the risks of exposing too much information about their users when they integrate social networks such as Facebook into their products. Lately online games and virtual worlds has started looking more and more towards Facebook and twitter as potential ways to increase their presence among users. This article will look at the negative aspects of doing this to help avoid doing mistakes that affects users negatively. This article will also look at some of the consequences of personal information getting in the wrong hands. Even though the majority of internet users are unaffected by their personal information being shared, it's important to think about the few people that do get in trouble from it.
Place, publisher, year, edition, pages
2011. , 19 p.
Informatik Student Paper Bachelor (INFSPB), SPB 2011.01
second life, privacy, social networks, stalkers, facebook, real ID, virtual worlds
IdentifiersURN: urn:nbn:se:umu:diva-45051OAI: oai:DiVA.org:umu-45051DiVA: diva2:424919
Programmet för Digital Medieproduktion
2011-06-01, Umeå, 08:30 (English)
UppsokSocial and Behavioural Science, Law
Lund, Andreas, Universitetslektor
Danielsson Öberg, Karin, Universitetslektor