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This paper provides an assessment framework for privacy policies of Internet of Things Services which is based on particular GDPR requirements. The objective of the framework is to serve as supportive tool for users to take privacy-related informed decisions. For example when buying a new fitness tracker, users could compare different models in respect to privacy friendliness or more particular aspects of the framework such as if data is given to a third party. The framework consists of 16 parameters with one to four yes-or-no-questions each and allows the users to bring in their own weights for the different parameters. We assessed 110 devices which had 94 different policies. Furthermore, we did a legal assessment for the parameters to deal with the case that there is no statement at all regarding a certain parameter. The results of this comparative study show that most of the examined privacy policies of IoT devices/services are insufficient to address particular GDPR requirements and beyond. We also found a correlation between the length of the policy and the privacy transparency score, respectively.
We investigate privacy concerns and the privacy behavior of users of the AR smartphone game Pokémon Go. Pokémon Go accesses several functionalities of the smartphone and, in turn, collects a plethora of data of its users. For assessing the privacy concerns, we conduct an online study in Germany with 683 users of the game. The results indicate that the majority of the active players are concerned about the privacy practices of companies. This result hints towards the existence of a cognitive dissonance, i.e. the privacy paradox. Since this result is common in the privacy literature, we complement the first study with a second one with 199 users, which aims to assess the behavior of users with regard to which measures they undertake for protecting their privacy. The results are highly mixed and dependent on the measure, i.e. relatively many participants use privacy-preserving measures when interacting with their smartphone. This implies that many users know about risks and might take actions to protect their privacy, but deliberately trade-off their information privacy for the utility generated by playing the game.
Augmented reality (AR) gained much public attention since the success of Pok´emon Go in 2016. Technology companies like Apple or Google are currently focusing primarily on mobile AR (MAR) technologies, i.e. applications on mobile devices, like smartphones or tablets. Associated privacy issues have to be investigated early to foster market adoption. This is especially relevant since past research found several threats associated with the use of smartphone applications. Thus, we investigate two of the main privacy risks for MAR application users based on a sample of 19 of the most downloaded MAR applications for Android. First, we assess threats arising from bad privacy policies based on a machine-learning approach. Second, we investigate which smartphone data resources are accessed by the MAR applications. Third, we combine both approaches to evaluate whether privacy policies cover certain data accesses or not. We provide theoretical and practical implications and recommendations based on our results.