# Smartwatch games: Encouraging privacy-protective behaviour in a   longitudinal study

**Authors:** Meredydd Williams, Jason R. C. Nurse, Sadie Creese

arXiv: 1905.05222 · 2019-05-15

## TL;DR

This study developed and tested a privacy-themed game for Wear OS smartwatches, demonstrating its effectiveness in increasing protective behaviour and enhancing users' understanding of privacy issues over two months.

## Contribution

First privacy game designed for Wear OS watches that successfully encourages privacy-protective behaviour through a longitudinal study.

## Key findings

- Treatment group increased screen lock usage significantly
- Privacy concerns became more nuanced and aligned with behaviour
- Most control group users did not change their settings

## Abstract

While the public claim concern for their privacy, they frequently appear to overlook it. This disparity between concern and behaviour is known as the Privacy Paradox. Such issues are particularly prevalent on wearable devices. These products can store personal data, such as text messages and contact details. However, owners rarely use protective features. Educational games can be effective in encouraging changes in behaviour. Therefore, we developed the first privacy game for (Android) Wear OS watches. 10 participants used smartwatches for two months, allowing their high-level settings to be monitored. Five individuals were randomly assigned to our treatment group, and they played a dynamically-customised privacy-themed game. To minimise confounding variables, the other five received the same app but lacking the privacy topic. The treatment group improved their protection, with their usage of screen locks significantly increasing (p = 0.043). In contrast, 80% of the control group continued to never restrict their settings. After the posttest phase, we evaluated behavioural rationale through semi-structured interviews. Privacy concerns became more nuanced in the treatment group, with opinions aligning with behaviour. Actions appeared influenced primarily by three factors: convenience, privacy salience and data sensitivity. This is the first smartwatch game to encourage privacy-protective behaviour.

## Full text

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## Figures

4 figures with captions in the complete paper: https://tomesphere.com/paper/1905.05222/full.md

## References

126 references — full list in the complete paper: https://tomesphere.com/paper/1905.05222/full.md

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Source: https://tomesphere.com/paper/1905.05222