2006
DOI: 10.22230/cjc.2005v30n4a1525
|View full text |Cite
|
Sign up to set email alerts
|

Data Mining the Kids: Surveillance and Market Research Strategies in Children’s Online Games

Abstract: This paper explores privacy issues in relation to the growing prominence of marketing research and data mining in websites for children. Whereas increasing protection is given to individuals' personal information, little attention is paid to information that is aggregated, electronically scanned, and sorted -despite the fact that aggregate information is often highly valued by the marketing industry. The authors review current trends in Internet market research, data mining techniques, policy initiatives, and … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
17
0
1

Year Published

2010
2010
2021
2021

Publication Types

Select...
6
2
2

Relationship

0
10

Authors

Journals

citations
Cited by 32 publications
(18 citation statements)
references
References 18 publications
0
17
0
1
Order By: Relevance
“…Club Penguin, therefore, contains many of the features of other virtual worlds for children, such as the use of a market-based system in which shopping is a key activity and the tight control of user engagement through the design of the site, but it also has distinct features, such as the lack of in-world marketing and the provision of a range of written texts beyond game instructions and shopping resources. Virtual worlds for children have been the focus of a range of critique, not least because the producers often embed sophisticated data mining software, which enables surreptitious surveillance of users' online practices (Chung & Grimes, 2005), and they are located within a complex, multimedia world of commercial products aimed at children and parents. Further, Club Penguin is now part of the Disney corporation, a longstanding focus for critical analysis by political economists and cultural theorists who have pointed to its corporate manufacture of imperialist fantasy (Wasko, 2001).…”
Section: Children's Virtual Worldsmentioning
confidence: 99%
“…Club Penguin, therefore, contains many of the features of other virtual worlds for children, such as the use of a market-based system in which shopping is a key activity and the tight control of user engagement through the design of the site, but it also has distinct features, such as the lack of in-world marketing and the provision of a range of written texts beyond game instructions and shopping resources. Virtual worlds for children have been the focus of a range of critique, not least because the producers often embed sophisticated data mining software, which enables surreptitious surveillance of users' online practices (Chung & Grimes, 2005), and they are located within a complex, multimedia world of commercial products aimed at children and parents. Further, Club Penguin is now part of the Disney corporation, a longstanding focus for critical analysis by political economists and cultural theorists who have pointed to its corporate manufacture of imperialist fantasy (Wasko, 2001).…”
Section: Children's Virtual Worldsmentioning
confidence: 99%
“…This article expands upon earlier research on digital playgrounds (Chung and Grimes, 2006;Grimes and Shade, 2005), which refer to the commercialized digital spaces where marketers leverage the data that young people share in websites and games. We extend the idea of the digital playground to include convergent digital media consisting of social media platforms, mobile apps, and the connected contexts of the IoToys designed for young people ages 3-12.…”
Section: Introductionmentioning
confidence: 91%
“…The account settings of games raise not only technical issues (for example, will students need an individual email address to start an account?) but ethical concerns regarding the privacy of data (Chung & Grimes, 2006;Southgate, Smith, & Cheers, 2016). Finally, if games include advertising material, teachers will need to ascertain the appropriateness of this content, how much time it might take away from learning, and its potential to distract from the task at hand.…”
Section: A Framework To Guide Teachers In Choosing and Using Serious mentioning
confidence: 99%