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Raising Consent Awareness With Gamification and Knowledge Graphs: An Automotive Use Case

Raising Consent Awareness With Gamification and Knowledge Graphs: An Automotive Use Case

Sven Carsten Rasmusen, Manuel Penz, Stephanie Widauer, Petraq Nako, Anelia Kurteva, Antonio Roa-Valverde, Anna Fensel
Copyright: © 2022 |Volume: 18 |Issue: 1 |Pages: 21
ISSN: 1552-6283|EISSN: 1552-6291|EISBN13: 9781799893967|DOI: 10.4018/IJSWIS.300820
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MLA

Rasmusen, Sven Carsten, et al. "Raising Consent Awareness With Gamification and Knowledge Graphs: An Automotive Use Case." IJSWIS vol.18, no.1 2022: pp.1-21. http://doi.org/10.4018/IJSWIS.300820

APA

Rasmusen, S. C., Penz, M., Widauer, S., Nako, P., Kurteva, A., Roa-Valverde, A., & Fensel, A. (2022). Raising Consent Awareness With Gamification and Knowledge Graphs: An Automotive Use Case. International Journal on Semantic Web and Information Systems (IJSWIS), 18(1), 1-21. http://doi.org/10.4018/IJSWIS.300820

Chicago

Rasmusen, Sven Carsten, et al. "Raising Consent Awareness With Gamification and Knowledge Graphs: An Automotive Use Case," International Journal on Semantic Web and Information Systems (IJSWIS) 18, no.1: 1-21. http://doi.org/10.4018/IJSWIS.300820

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Abstract

Consent is one of GDPR’s lawful bases for data processing and specific requirements for it apply. Consent should be specific, unambiguous and most of all informed. However, an informed consent request does not guarantee having individuals who are aware of what it means to consent and the implications that follow. Consent is often given blindly now, in particular because of information overload from long privacy policies written in legal language and complex interface designs that cause consent fatigue on the users' side. This paper presents a knowledge graph-based user interface for consent solicitation, which uses gamification to raise the legal awareness and ease individual’s comprehension of consent. The knowledge graph models informed consent in a machine-readable format and provides a unified consent model to all entities involved in the data sharing process. The evaluation shows that with the help of gamification, the interface can raise individuals' average legal awareness to 92.86%.