Design Insights for Developing Deepfakes Awareness Games for Adolescents

Around a decade ago, significant advancements in the deep learning domain like Generative Adversarial Networks (GANs) started to facilitate the creation of new synthetical content. The development of deepfake algorithms gained momentum due to the increase in computing power and open-source available resources which facilitated broader access to advanced deep learning methods. While initially deepfakes were created by creative pursuits in various media and marketing campaigns, they started to be misused driven by malicious purposes in various social media manipulation campaigns. These campaigns imply spreading disinformation and misinformation for discrediting individuals and creating confusion in relation to specific topics and events and are meant to altering users’ beliefs and behaviours. Such facts raised important ethical and societal concerns. Although deepfakes still represent a recent research area, a large body of studies is dedicated to, on the one hand, generation, and detection of deepfakes, and on the other hand, to understanding their implications and consequences for society. At the same time, governmental and practitioner efforts are devoted to containing their use and impact on society by proposing various strategies and programs. Nevertheless, both academic and societal efforts are in an incipient stage and often adopt a generalist perspective. This represents a crucial point in relation to the fact that many users in various social media platforms like TikTok is represented by adolescents that are known to be unaware and more vulnerable to media content in general, and deepfakes content, in particular. This represents the knowledge gap that this research aims to tackle by synthesizing design insights as requirements and guidelines that can be used when developing and deploying deepfakes awareness games for producing and/or enhancing awareness of adolescents. Accordingly, a systematic literature review is conducted and merged with previous experience in this domain by adopting a transdisciplinary research approach that merges methods and techniques from the deepfakes, AI, social media, cyber security, and gamification domains.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2691
Citations
4
Primary Topic
Advanced Malware Detection Techniques
Type
article
Field-Weighted Citation Impact
0.41
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article

Design Insights for Developing Deepfakes Awareness Games for Adolescents

Ebrahim Rahimi, Clara Maathuis, Samuel Derous
4 citations
European Conference on Games Based Learning
Advanced Malware Detection Techniques
0.41
article

Design Insights for Developing Deepfakes Awareness Games for Adolescents

Ebrahim Rahimi, Clara Maathuis, Samuel Derous
article en
4 citations

Abstract

Around a decade ago, significant advancements in the deep learning domain like Generative Adversarial Networks (GANs) started to facilitate the creation of new synthetical content. The development of deepfake algorithms gained momentum due to the increase in computing power and open-source available resources which facilitated broader access to advanced deep learning methods. While initially deepfakes were created by creative pursuits in various media and marketing campaigns, they started to be misused driven by malicious purposes in various social media manipulation campaigns. These campaigns imply spreading disinformation and misinformation for discrediting individuals and creating confusion in relation to specific topics and events and are meant to altering users’ beliefs and behaviours. Such facts raised important ethical and societal concerns. Although deepfakes still represent a recent research area, a large body of studies is dedicated to, on the one hand, generation, and detection of deepfakes, and on the other hand, to understanding their implications and consequences for society. At the same time, governmental and practitioner efforts are devoted to containing their use and impact on society by proposing various strategies and programs. Nevertheless, both academic and societal efforts are in an incipient stage and often adopt a generalist perspective. This represents a crucial point in relation to the fact that many users in various social media platforms like TikTok is represented by adolescents that are known to be unaware and more vulnerable to media content in general, and deepfakes content, in particular. This represents the knowledge gap that this research aims to tackle by synthesizing design insights as requirements and guidelines that can be used when developing and deploying deepfakes awareness games for producing and/or enhancing awareness of adolescents. Accordingly, a systematic literature review is conducted and merged with previous experience in this domain by adopting a transdisciplinary research approach that merges methods and techniques from the deepfakes, AI, social media, cyber security, and gamification domains.

European Conference on Games Based LearningVol. 18(1)
Open Society (CZ), Hong Kong Metropolitan University (HK)
Openalex Percentile: Top 41%
Advanced Malware Detection Techniques
0.41
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