A Chatbot Game to Raise Privacy Awareness Among Teenagers
  • Erlend Berger
  • Torjus H. Sæthre
  • Monica DivitiniEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11913)


Privacy is a well-known concern connected to teenagers’ use of e.g., social media, mobile apps, and wearables. An increasing number of schools are looking for ways to integrate this topic in their activities, as part of informatics subjects or integrated in other subjects as part of basic digital competences. This paper explores how chatbot serious games, i.e. games that evolves as a conversation between a player and a software agent, can be used as a tool to raise privacy awareness. We present PrivaCity, a chatbot game to raise privacy awareness in smart cities. Focus on smart cities is motivated by a predominant focus in existing games on what to share and not to share on social networks. Little is done to learn about the risks of the digital footprints, when data is collected about the citizens across a multitude of devices, digital services, and ubiquitous digital sensors. The paper presents the game design, implementation, and evaluation.


Chatbot games Privacy awareness Smart cities 



The research is co-funded by the NFR IKTPLUSS project ALerT, #270969. We thank the students and teachers who joined the evaluation.


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Erlend Berger
    • 1
  • Torjus H. Sæthre
    • 1
  • Monica Divitini
    • 1
    Email author
  1. 1.Department of Computer ScienceNorwegian University of Science and TechnologyTrondheimNorway

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