Information Security while Using Video Games
Abstract
The article is devoted to the information security during the game online-process. The foundation of the article includes the results of the online-survey with 156 participants. The analysis of the survey was performed using three categories: age, gender and occupation. The questions concerned topical issues on the agenda: the violation of information security mostly connected with the human factor. The analysis of responses was performed with the percentage correlation and determining the relative value. The authors draw the conclusion about the degree of readiness among respondents to the struggle against fraud actions in computer games as well as about the necessity to correct the educational components connected with skills and competences of information security. The researchers specifically mark the difference in perception of own safety in video games due to age, gender and occupation of the respondents, pointing at a high degree of caution among the respondents of older age and a greater carelessness among younger users of computer games. The results of the survey and conclusions drawn from the analysis may be used to form the complex of preventive actions aimed at the reduction of cybercriminal threats and risks of destructive behavior while communicating in the Internet space.
General Information
Keywords: computer game, information security, survey, algorithm, protection, personal data
Publication rubric: New Opportunities and Risks of Communication in The Digital Environment
Article type: theses
For citation: Nikolaeva M.O., Selutin A.A. Information Security while Using Video Games. Digital Humanities and Technology in Education (DHTE 2023),, pp. 513–523.
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