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GDPR Compliance
Started by Studycat2 Mar 20 2018 10:17 PM

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gdpr data privacy compliance europe
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#201

gamebit.labs

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Thanks @dave



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#202

gamebit.labs

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@gamebit set it up as you would do for a website and then set up a view that is "mobile app"

 

Thank SGS



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#203

toblotron

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fwiw, in case you find a need to diy, there is some code here

 

Just checking; This requires that you use the REST API, right?



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#204

bgmadclown

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Like @davebollinger mentioned above, I've also seen some indie titles following that approach. There is a warning message where the dev says "we collect data to show you tailored ads etc." and you are asked to accept it to continue. There is not even a simple privacy policy link you can easily reach.

 

I'm not sure that it's working as EU expected. I guess it will work pretty loosely until someone gets fined or something. Other than that, big or small, devs don't seem to care that much about GDPR.



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#205

cyberparkstudios

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I figure to do my best to comply with the GDPR stuff, so my apps don't get pulled or banned from the app stores.  So I am using the newest daily build of corona and I am not doing any analytics for now - because I am not sure it is worth potential GDPR issues if I use analytics.

 

For ads I am using Appodeal, and somewhere here on the forums I found a module that I am using that posts a message from Appodeal explaining what they do and such, and asks user to accept or decline. This appodeal message only shows on first run of the app, because I save the choice user makes and use that to init the ad manager on subsequent start ups..  so at least my user only needs to be bothered with that distraction' once - first time they run the app.

 

I am releasing that app today on Google Play so we will see if that is sufficient to be GDPR compliant. I think it is.

 

 



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#206

david.ciaudo

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Hi, here is a list of plugins my apps are using and I would like to know which ones are GDPR compliant if user does not give consent:
 
["plugin.admob"] -> with hasUserConsent=false
["plugin.tenjin"] -> with hasUserConsent=false
["plugin.facebook.v4a"] -> used to call the publishInstall function so I guess no?
["plugin.flurry.analytics"] -> used to log events so I guess no?
["plugin.facebookAnalytics"] -> used to log events too  so I guess no?
["plugin.OneSignal"] -> used to send push notifications so I guess no
["plugin.google.iap.v3"] -> OK?
["CoronaProvider.native.popup.social"] -> OK?
["plugin.iCloud"] -> OK?
["plugin.notifications"] ->OK?
["CoronaProvider.gameNetwork.apple"] -> ???
["plugin.gpgs"] -> ???

 

Seriously what a mess...



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#207

agramonte

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["plugin.admob"] -> with hasUserConsent=false

 

According to the admob documentation even with the "hasUserConsent" flag as false you still need to ask consent before showing ads.



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#208

david.ciaudo

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What? So if the user does not give consent, I can't show ads? This can't be?! xD



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#209

Rob Miracle

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You need to understand what a global "no consent" means. That means 100% of your customers are going to see lower value non-targeted ads, even in countries that GDPR doesn't impact.  If multiple developers take this "easy" route, it will have a huge impact on the overall eCPM value of AdMob ads. Google needs as many people to get consent as possible.

 

I know setting up a consent dialog is a bit of work. I know adding items to a settings screen and tracking the users choices is also a bit of work, but it's your income and it's the income of your upstream providers and it's an impact all the way up the supply chain.

 

As for your other questions, GDPR is about giving users the choice for when their personal data is used. Game networking like GPGS and In-App purchases simply can't work with out personally identifiable data. There isn't a way to say "No Consent" that makes any sense to someone trying to buy something in your app.  Of course, you have to give the user the option to consent to these features, but you don't need any plugin-side features. Simply do not initialize the plugin, don't call any of it's API's and hide UI elements like a Leaderboard button if they don't consent. 

 

As for the notifications plugin, there isn't any data collection with local notifications. However push notifications won't work without a device ID so again, if the user doesn't give you consent, don't call the register device API. You would also not initialize OneSignal.

 

The social popup itself shouldn't be collecting any data, and if the user chooses to click on a button that's offered by it, the app that's being selected would have it's own responsibility to manage it's on GDPR.

 

Rob



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#210

david.ciaudo

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I know setting up a consent dialog is a bit of work. I know adding items to a settings screen and tracking the users choices is also a bit of work, but it's your income and it's the income of your upstream providers and it's an impact all the way up the supply chain.

 

I'm not really worried about the extra work but about the fact that agramonte is saying that even if I set hasUserConsent=false, I still have to get the user consent to display ads with admob, so basically I get a popup which looks like this:

 

Do you consent sharing personnal data (to get ads)?

YES NO

 

Let's be honnest, who gonna press yes, once they realise pressing no will remove ads for free? xD

 

In my head it was:

-admod with hasUserConsent=false -> non targeted ads (low ecpm)

-admob with hasUserConsent=true -> targeted ads (better income)

But at least if a user refuse giving consent, he still get not targeted ads.

Am I wrong?

 

Also, I'm worried about analytics. Basically, if users don't give consent, we can't track them anymore to see which of the different user acquisition campaigns are efficient. (facebook publish install function or tenjin plugin). Also, as not 100% of users will give their consent, we'll need more users to get significant metrics, so possibly more cost if you are paying user acquisition.



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#211

SGS

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FWIW, I use google analytics (via REST API so I can opt out), I also use Vungle latest SDK and I automatically opt users out from targeted ads.  Therefore i need no poxy "opt in" consent.

 

End result, no change on ad revenue (although ads for me is value added).

Don't stress the details, if your ad network demands a crappy user opt in then maybe re-evaluate your ad network?  



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#212

bgmadclown

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@david.ciaudo, I don't know if there is another case to that but as far as I know, not giving consent to an ad network means non-targeted ads.

 

Another article on GDPR: https://medium.com/droidsonroids/what-does-gdpr-mean-for-mobile-app-owners-12-use-cases-e047500772e3



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#213

Rob Miracle

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I can understand AdMob not wanting you to just blanket choose non-targeted ads. If income is important to you, you should not want to do this either.

 

If you just choose to set hasUserConsent to false for everyone, that means your US customers, your EU customer and your other worldwide customers are not going to get more valuable ads. That means 100% of your customers are going to get diminished value ads. Since there isn't a good way to determine if your user is in the EU or not, you can't limit this decision to only those customers.

 

If you present your dialog to your users in the right way, you're going to get people to opt in that you would otherwise be loosing. It's better on you to get as many of your users to opt it. Now think about this from Google's perspective. They have perhaps hundreds of thousands of developers using their SDK. They make more money from targeted ads. If you and every other developer just choose to skip giving users a choice, you're not only hurting your bottom line but hurting theirs. I can see why they are enforcing this.

 

You want to ask the users to opt in to ads that are more interesting to them, something that seems desirable instead of saying "we are going to track you and take your personal information".  

 

Rob




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