Video games and speech privacy: A case study of Fortnite
Jarno Van Arkel, Martha Larson, Emmanuel Vincent
Digital environments such as video games increasingly include voice communications. However, papers pertaining to video game privacy concerns leave speech data unexplored. In order to illustrate threats that arise when user speech is recorded, we carried out a case study describing the video game Fortnite. Specifically, this case study describes the ability to link user speech to a persistent pseudonym, producing an identifying record. An identifying record contains all personal data that can be attributed to a person. These records can be augmented to include more personal data through data linkage based on speech content, attribute inference and speaker identification. By drawing attention to the exposure of speech data in Fortnite, this paper aims to launch a discussion on online speech privacy in video game environments.