Technical Overview of Facial Recognition in Video Games: Critical Elements and AI Integration

Suppose most video games in the near future tag your face then unlock it before the gameplay begins. A camera captures our faces, an AI takes this data and makes a decision to let us play the game. Over the years, such terms have raised hopes of existantial science-fiction future more than what seems to be closer to reality.

Recently, the Entertainment Software Rating Board (ESRB) was suggesting using those systems as the players’ age check. In other words, the aim of such blocks is the limitation of the availability of materials that are potentially unsafe for children and enhancing the protection of children in the Internet space.

What is the proposal for the supplement of facial recognition system to video game?

The ESRB has suggested that developers of video games must have facial recognition systems in the video games they are creating. What the system would do is if it thinks the player is below this age, which means that they cannot be playing adult games; these are games that contain extreme violence, sex or strong language. Thus, the reinforcement of children and adolescents’ protection would occur.

What function is served by the effects of the ESRB?

The primary purpose is to protect young people from content that they should not be exposed to or from playing video games that could have a negative effect on their lives. Nowadays, the age rates operate on the content only they cannot prevent a cheater from stating that he or she is older while the biometric system will ensure that the user’s actual age will be verified before playing.

How is facial recognition implemented in real life?

At the initial stage of the a video game, the player will have to snap a selfie using the camera of the device. This will then be passed through facial recognition technology by a firm known as Yoti. Artificial intelligence relies on pictures of human faces in this company’s database as a training base for estimating age.

This is how the system measures the geometry of the face, size of the face and sizes of the feature before coming up with a probable age of the player. Indeed, it only allows the user to upload a photo at the time it is taken and not a picture that has been previously taken. Thus, it is able to avoid deception in this case through the use of photos of adults.

Based on this analysis which only requires less than a second the software would then determine if the player is of legal age and opens up the game. Or, contrariwise, it would conclude that the player is a minor during generation of access control.

ESRB has now come out to state that it has no intention of collecting biometric data.

In the document prepared for the Federal Trade Commission (FTC), the board also underlines the fact that, other than estimating the age of the users, the facial recognition system would delete the photographs or any personal information.

The organization also confirms its non-intention of using this data to train artificial intelligence models. It also commemorates that it will not employ it for promotional intent. The last aim of the project is to solve the puzzle, which determines the personal identification of the man and calculate the approximate age of the player.

Facial recognition: biometric surveillance

Still, some digital rights groups borrowed the cannon of early alert, regarding the use of these biometric systems. Rather, in the case of the gaming industry it would set a highly unpleasant precedent for surveillance on the part of the state.

These activists believe that such product can invade other parts of the Internet with time eliminating the right to privacy among the users. It could go as far as having them give their biometric data and this is not informed consent.

It will be noted that there are laws that demand age verification regarding video games and adult sites.

However, it is worthy to note that the legal pressure has been building over the years in the fact that age verification systems were beginning to be made mandatory. Such situation can be observed in games and paid websites with forbidden content. This in turn enhances the likelihood of the gaming industry being compelled to consider the use of biometric solution solutions even with the risks that they may possess.

Last is that much needs to be done in order to prepare for the application of such tools. For instance, the proposal for an ESRB has elicited a evolution of an argument that posits moral questions alongside issues regarding privacy and fairness through AI algorithms used on children’s accounts.

In this regard, the data of recent studies indicate that AI algorithms still suffer from accuracy issues regarding women and certain ethnic minority groups. It is important that a detailed dialog on facial recognition systems should be carried out sensibly.

Facial recognition in video games is one topical area, which combines technology, the parameters of ethical principles and the transformation of a digital persona. Before the ESRB gets to the stage of thinking about the adoption of this technology, it is important to look at the matter in question more thoroughly, which means learning the objectives behind the proposal in question, as well as possible consequences for interested parties. The idea presented by the ESRB to use facial recognition to confirm the age is due to a warranted concern of kid and youth protection from mature content. The technique most commonly used in the current age verification process is to use the data as provided by the individuals and as such can be easily rigged. Thus, the very important in the biometric system using face recognition to confirm the age in order to prevent the possibilities for minorities to have access to this content.

Such a decision corresponds to the general trends concerning the regulation of digital services and protection of children consuming such content where there is a trend towards the use of more protracted verification procedures.

But all this must mean that the proper implementation of such a system is not without a number of difficulties. This is the technical side of identification, including the employment of a range of formulas for facial recognition that can correctly assess a person’s age based on the facial characteristics. Such systems when offered by companies such as Yoti utilize machine learning algorithms, which are deep learning systems preset with a countless number of images. Geometry and proportions of the different parts of the face are then used to assess the age of the person. The analysis disparity must be minimal to eliminate cases such as false admission where a player who is underage gets access or false rejection where an adult player is denied access.

However, facial recognition software is far from perfect even with the developments that have been made in the modern world. Among the challenges, there is the problem of bias, including situations when an algorithm works differently for various users. Multiple researches have shown that facial recognition algorithms normally perform worst in case of women and people of color. This perhaps can be attributed to the fact the data samples that are used to feed these algorithms are not diverse enough. This is because if the training of this system has been conducted mainly on the faces of people belonging to one demographic group then the ability of the system to identify and judge people of other demographic groups will not be very good. This issue is quite important when talking about policies that involve ager verification as it can lead to unfair limitation of access to particular users.

Also, one has to wonder if such usage of facial recognition can be safe in terms of privacy rights and video game enterprises? Biometric data, including facial images, is by its nature, personal data, and thus it can be considered that access to it will always be potentially possible only to authorized persons. Unlike passwords or ID one is likely to use, biometric data is linked to an individual’s biology and therefore cannot be simply changed in the event that it is stolen. To date, the ESRB has stressed that the proposed system does not retain users’ biometrics during the age verification process, a feature that is an essential precaution. However, just gathering such biometric information and processing it also cause certain questions concerning the data security and its improper usage.

The biggest fear with the collection of biometric data is that it can easily be obtained by third parties or else it can be hacked. Again, even if the ESRB and its partners have no sinister motive of using the disclosed data for their other gains, then the likelihood of hackers breaching the system is always there. In addition, there is more general concern, which is, that ‘scope creep’ is inevitable, meaning that the scope of the contract increases gradually or in stages at a later time beyond the planned or agreed level. It is also important to notice that although the system was primarily designed for the age verification only, it can be easily used for other purposes like behavior tracking, or delivering advertisements. This is a justified concern which has been seen in other industries where data initially collected for one purpose is later used in another.

The data protection issue of facial recognition technology is also very ethically sensitive. The main conflict affecting the usage of such filter is the need to release children from certain content that is associated with personal privacy and liberty. Regarding the problem of age verification it needs to be said that though this is a genuine concern the possible consequences of the biometric surveillance of all population are even graver. Civil liberties organizations have thus raised concerns Whether the use of facial recognition in video games paves the way for its use in other aspects of people’s lives to become normalized.

This potential normalization is especially worrying – although the application of surveillance technology itself may be innocent – considering the larger issue of surveillance in society. In conclusion, once introduced into the video games, the use of the facial recognition can easily spread to social networks, online shops and even streets and squares. Such expansion could create a society where people are under constant surveillance and their behaviors measured in reference to biometric information. Situations like this do provoke severe ethical questions about protecting the world from enemies and at the same time protecting people’s privacy and their capacity to control and manage their information.

When considering games and the major subject of the present discussion – facial recognition technology – it is crucial to take into account different legal aspects related to the case. Most countries have legal provisions for the use of biometric data and adhere to rules and regulations as to the collection of biometric data and more importantly, who should collect it and for what purpose and if the people whose biometric data is collected should be informed or asked permission to be so collected. Under the federal registries, these regulations should not be an issue since the ESRB has to make sure that the users understand how their data will be use and the option to opt out is provided. Such exposure is necessary in gaining the users’ confidence such that they can be trusted to use the technology appropriately.

It is also relevant to address larger issues that stem with the discussion of facial recognition in video games. Digital Identity empowers the fact that more and more functions of our lives are transferred on the Internet and, thus, identify is exported to data. Facial recognition, as one of the types of the biometric data, becomes the increasingly important means for identity verification in the context of Internet. This poses several problems when it comes to privacy and security and also with regards to how we conceptualize the self in the contemporary society.

Whereas one of the major challenges in connection with such scenarios is the management and supervision of biometric data. The users should also possess the freedom and rights on data such that they can allow the processing of their data, and should also have the right to erase the data in the event that they wish to do so. What’s more, the lack of consent implies the inability to keep one’s identity private and to remain independent in a world where personal information is highly prized. Business leaders and oversight bodies need to define norms and controls, guaranteeing that innovation is good and that customers’ privacy is preserved.

In conclusion, it can be noted that adjusting the concept of facial recognition in video games is a process that will not fade in the future. It can be therefore deduced that with the advancement of technology new opportunities and risks will come. For instance changes in artificial intelligence and machine learning may increase the efficiency of age verification techniques. However, all these will also pose a challenge and a subject of constant discussion, concern and controversy due their impact on ethical issues. The developers, the regulators as well as the users must embrace this conversation and begin to look for solutions that are pro innovation but conform to the acceptable ethical standards.

Therefore, it can be concluded that the addition of the facial recognition technology into video games is a rather compound issue. It incorporates addressing the issue of shielding children from content that is deemed quite unsuitable for them, to the need of recognizing and avoiding invasion of privacy of the users, and the practice of surveillance more than needed. Although age verification aims at a worthy objective, it is and should be utilised with certain precaution. This implies dealing with possible prejudices, properly protecting users’ privacy and conducting an active discussion with them.

At this, the decisions that are being made today concerning the utilization of biometric data and facial recognition will shape the future. When stepping into this new era, and talking about own identity and identity management, it is crucial to bear in mind some essential factors related to digital context and the place of technology in today’s societies. By selecting ethical aspects and focusing on user rights, it is possible to solve an existing problem with the formation of a safe, fair, and properly protecting personal data space. Facial recognition in video games is just one of the aspects of discussion on the use of technology and privacy in society and more of such discussion will come up as newer technologies surface and as the understanding of digital identity expands.

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