You've probably heard about it: Google's Street View cars that drive around taking pictures for the service also logged open WiFi networks and occasionally nabbed unencrypted network data.
While the logging of open WiFi networks was intentional, the nabbing of unencrypted data was, apparently, not. Google claims to have since deleted the unencrypted data from its stores, and has deployed a fix to their logging software to ensure it doesn't happen again.
Case closed? Not in the media. Thanks to Facebook's recent privacy changes and the backlash from privacy experts and some of the general public, privacy is a burning topic, and it burns bright!
I think it odd, however, that most stories I've read have focused on Google as the Big Bad Guy, while most reader comments I've read have focused on user responsibility. Let me explain.
Pretend for a moment that you just got a house. From the house fairy, or whatever. Anyway, you have this house and you move in. It's a very nice house and you put in it all your favorite things. But since you enjoy fresh air, you don't install any windows, or doors. Everything is wide open. One day you come back from work and discover all your nice things are missing. You run outside looking for the culprit, and manage to catch a glimpse of a large truck with a Google logo driving off into the sunset. Or maybe it's a Facebook logo. Whatever. You get the picture.
Like in real world theft, there are nefarious people that will break the rules to get your stuff. But in the above analogy, the house is like an open WiFi network. Leaving a WiFi network unsecured is an invitation to use and abuse it.
The public seems to be slowly (and painfully) learning some basic rules about living in our technological society, such as:
No Toasters. Anything to do with computers and the internet is not going to be as straight-forward as a toaster. They can't be treated the same.
Effort Required. If something needs to be private, lock it away. Put up doors. Lock windows. Add iron bars. Use complex passwords. Run anti-virus and anti-malware software. Make the effort, because the bad guys are.
Abstain. In the same way that the most secure network is one that has no attachment to the internet, if something needs to be private, don't put it on the internet.
Mafia 101 Leave no witnesses. When you're going to do something risky in the real world, make sure you take the proper precautions. If you're being stupid, risky, or behaving poorly in public, someone will capture the moment, legally - and it's going to be more common as technology advances. Your act will be instantly available with a simple search. It will never go away. Take the initiative and think before you act.
Education As a consumer and as a member of society it is your duty to remain educated about the risks and benefits of all technologies you encounter. Ignorance allows others to make decisions for you - the biggest privacy invasion of all.
Back to Google. I'm happy the user comments I read focused on the need to increase user awareness about their own privacy instead of crucifying Google for what appears to be a bug. It's reassuring to know the wisdom of crowds can treat a complex issue like privacy fairly on a case-by-case basis.
I'll save the Facebook privacy bait-and-switch for another day.
© Jeremy Buehler and Rogue Tendencies (www.roguetendencies.com) 2010.
Wednesday, May 19, 2010
Tuesday, May 4, 2010
The Ethics of Social Game Design
I've been spending a lot of time lately thinking about how to make a social game fun, viral, non-predatory and liability-free. Here are a few of the things that got me headed down this path:
First was this article about Farmville. In it the author (A. J. Patrick Liszkiewicz) talks about why 73 million people play Farmville (An outdated statistic - today Farmville has 80 million monthly active users). The gist of it is that we play Farmville because people we know play Farmville, and the social pressure of our peers compels us to.
Second was the Southpark Facebook episode. I know what you're thinking: Really, Jeremy? But it's true! The reason the episode and its mocking of all things Facebook (including veiled references to Farmville) resonates so well with the audience is that it connects on a very honest and emotional level.
Third was the latest round of Facebook policy changes that will shift more responsibility for maintaining user privacy to game developers. Whereas before Facebook had very strict rules about maintaining user data, those rules have relaxed. As a developer the change is monumental because for the first time users can be accurately profiled over time based on their Facebook demographic data - legitimately and with less effort on the developer's behalf.
Fourth was Facebook's less-recent policy change on notifications. Now developers have to work a lot harder to engage and maintain their Facebook audience.
Finally, I've noticed (very anecdotal) evidence of my peers losing interest in social grind games, like Farmville. It may still have 80 million active users, more than double Canada's population, but as the game becomes more complex, and is forced to reach out to users via email, will new users be lured in as easily?
Developers are finding the Facebook platform increasingly difficult to penetrate, with its higher cost of entry and restrictions on viral growth. Facebook cannot be the be-all and end-all destination for social games. Regardless of its huge user base, users do not seek it out primarily for games. These days, I imagine many Facebook users are unsure why they sought it out in the first place, as it has evolved from a simple place to stay in touch with friends into something greater and pervasive on the Web.
So how can a new game succeed in this rapidly evolving social landscape?
Developers hoping to maintain an active, growing audience for their games will have to balance social responsibility and ethics with viral growth and social marketing. For me, the solution to overcoming game growth problems continues to focus on providing real value for users. The value proposition for any game should be entertainment for time spent. In other words, fun.
So long as there exists a mechanism to reward people for bringing their friends to a game, and that game is fun, the game will virally increase its numbers over time. Perhaps not with the speed nor the extent with which it could be done on the Facebook of old, but it will occur.
NOTE: In the time it took me to finish this piece (about a week), Farmville dropped two million users and sits at 78 million monthly active users.
© Jeremy Buehler and Rogue Tendencies (www.roguetendencies.com) 2010.
First was this article about Farmville. In it the author (A. J. Patrick Liszkiewicz) talks about why 73 million people play Farmville (An outdated statistic - today Farmville has 80 million monthly active users). The gist of it is that we play Farmville because people we know play Farmville, and the social pressure of our peers compels us to.
Second was the Southpark Facebook episode. I know what you're thinking: Really, Jeremy? But it's true! The reason the episode and its mocking of all things Facebook (including veiled references to Farmville) resonates so well with the audience is that it connects on a very honest and emotional level.
Third was the latest round of Facebook policy changes that will shift more responsibility for maintaining user privacy to game developers. Whereas before Facebook had very strict rules about maintaining user data, those rules have relaxed. As a developer the change is monumental because for the first time users can be accurately profiled over time based on their Facebook demographic data - legitimately and with less effort on the developer's behalf.
Fourth was Facebook's less-recent policy change on notifications. Now developers have to work a lot harder to engage and maintain their Facebook audience.
Finally, I've noticed (very anecdotal) evidence of my peers losing interest in social grind games, like Farmville. It may still have 80 million active users, more than double Canada's population, but as the game becomes more complex, and is forced to reach out to users via email, will new users be lured in as easily?
Developers are finding the Facebook platform increasingly difficult to penetrate, with its higher cost of entry and restrictions on viral growth. Facebook cannot be the be-all and end-all destination for social games. Regardless of its huge user base, users do not seek it out primarily for games. These days, I imagine many Facebook users are unsure why they sought it out in the first place, as it has evolved from a simple place to stay in touch with friends into something greater and pervasive on the Web.
So how can a new game succeed in this rapidly evolving social landscape?
Developers hoping to maintain an active, growing audience for their games will have to balance social responsibility and ethics with viral growth and social marketing. For me, the solution to overcoming game growth problems continues to focus on providing real value for users. The value proposition for any game should be entertainment for time spent. In other words, fun.
So long as there exists a mechanism to reward people for bringing their friends to a game, and that game is fun, the game will virally increase its numbers over time. Perhaps not with the speed nor the extent with which it could be done on the Facebook of old, but it will occur.
NOTE: In the time it took me to finish this piece (about a week), Farmville dropped two million users and sits at 78 million monthly active users.
© Jeremy Buehler and Rogue Tendencies (www.roguetendencies.com) 2010.
Monday, May 3, 2010
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