Computer Misuse (Part 1): Cyberbullying, Copyright Infringement, Piracy, Privacy Violations and Propaganda

Computers and the Internet make it easy to share photos, music and ideas – and just as easy to misuse them. In this post and the next you will look at the types of computer misuse named in the syllabus and assess their impact on the three main entities affected: individuals, organisations (businesses, schools, clubs) and government. This post covers misuse that is mostly about people and content.

View the videos below as you study each type of misuse.

Build on what you learned in Forms 1–3

These Lower School ICT posts cover the basics of this topic:

In this post:

  • Cyberbullying
  • Copyright infringement
  • Piracy (software, music and movies)
  • Violation of privacy
  • Propaganda
  • Distributing illegal or offensive material
  • Impact on individuals, organisations and government

Cyberbullying

Cyberbullying is using technology – messaging apps, social media, games or email – to repeatedly threaten, embarrass, exclude or harass someone. Examples: posting a hurtful edited photo of a classmate, creating a fake account to mock someone, or spreading rumours in a group chat.

  • Individuals: stress, anxiety, falling grades, missing school, loss of self-confidence; in serious cases it can affect a person’s safety and mental health.
  • Organisations (schools): must investigate, support students and may face complaints from parents.
  • Government: creates laws and school policies, and funds counselling and awareness campaigns.

Video: Cyber Bullying (UNICEF) – https://www.youtube.com/watch?v=asTti6y39xI

If you are being cyberbullied: do not reply, keep screenshots as evidence, block and report the person, and tell a trusted adult such as a parent, teacher or guidance counsellor.

Video: How to Combat Cyberbullying | Child Mind Institute – https://www.youtube.com/watch?v=G_K9z7tdzy8

Copyright infringement

Copyright is the legal right of a creator to control how their work (music, writing, photos, videos, software) is copied and shared. Copyright infringement is using that work without permission – for example using a song in your YouTube video, or copying a photo from a website into a flyer you are selling.

Video: C&C B.1 What is Copyright Infringement, and Why Does it Matter? – https://www.youtube.com/watch?v=-tO6tJBCXp4

Piracy

Piracy is a type of copyright infringement: illegally copying and distributing software, music, movies or games, often to sell or give away. Examples: installing one licensed copy of a program on 30 computers, selling burnt DVDs of new movies, downloading albums from illegal sites.

  • Individuals (creators): Caribbean artists – soca, dancehall and reggae musicians – lose income when their music is pirated. Users of pirated software risk malware hidden inside it.
  • Organisations: software companies and record labels lose sales; a business caught using pirated software can be fined.
  • Government: loses tax revenue and must enforce intellectual property laws.

Video: Software Piracy | Animated Presentation – https://www.youtube.com/watch?v=PZsQJuqUiRU

Video: The Impact Of Piracy – https://www.youtube.com/watch?v=ajz93_duObE

Video: What is Music Piracy – https://www.youtube.com/watch?v=mOi0io2aeJ0

Violation of privacy

Violation of privacy happens when personal information is collected, viewed or shared without the person’s permission – for example sharing someone’s private messages or photos, an app collecting your location without telling you, or an employee looking up a neighbour’s medical records out of curiosity.

  • Individuals: embarrassment, damaged reputation, risk of stalking or fraud.
  • Organisations: lose customers’ trust and may be sued or fined under data protection laws.
  • Government: must pass and enforce data protection laws and protect citizens’ records (e.g. national ID and tax data).

Propaganda

Propaganda is information – often false, exaggerated or one-sided – spread on purpose to influence what people think or do. Online it spreads very quickly through social media, fake news sites and forwarded voice notes, for example false stories about a candidate before an election.

  • Individuals: are misled and may make poor decisions (e.g. refusing a safe vaccine).
  • Organisations: can have their reputation damaged by false stories.
  • Government: elections and public trust can be affected; public health and safety messages can be drowned out.

Video: What is propaganda and how can you spot it? | CBC Kids News – https://www.youtube.com/watch?v=GtpHX3nr7uE

Distributing illegal or offensive material

Using computers to create, store or share material that is illegal or unsuitable – such as content that is obscene, hateful or harmful to children – is also computer misuse. It harms the people involved, can lead to criminal charges, and is why schools and businesses use content filters and acceptable-use policies. If you ever see such material, do not share it: report it and tell a trusted adult.

Summary: who is affected?

MisuseIndividualsOrganisationsGovernment
CyberbullyingEmotional harm, poor school performanceSchools must investigate and support studentsLaws, policies, counselling services
Copyright infringement / piracyCreators lose income; users risk malwareLost sales, fines for using pirated softwareLost tax revenue; enforcing IP laws
Violation of privacyEmbarrassment, fraud, stalkingLoss of trust, lawsuits, finesMust protect citizen data and enforce laws
PropagandaMisled, poor decisionsDamaged reputationThreat to elections and public trust

Try it: Name the misuse

For each situation, choose the type of misuse.

A student keeps posting mean comments and edited photos of a classmate
A shop sells copied DVDs of new movies
A clinic worker shares a patient’s test results on WhatsApp
A fake news page spreads false stories about a candidate before an election
A business uses a photographer’s picture on its flyer without permission

Related

Related: Videos: Computer Misuse

Paper 1 practice (multiple choice)

Choose the best answer for each question. Try them all before you check.

1. Installing one licensed copy of a program on many computers without permission is an example of
(A) phishing
(B) software piracy
(C) eavesdropping
(D) propaganda

2. Which entity is MOST directly affected when a local soca artist’s new song is shared illegally?
(A) The government
(B) The individual artist
(C) The Internet service provider
(D) The school

3. Information spread deliberately to influence people’s opinions, often in a one-sided way, is called
(A) propaganda
(B) copyright
(C) encryption
(D) spam filtering

4. Which is a sensible FIRST response to cyberbullying?
(A) Reply with insults
(B) Delete all evidence
(C) Keep screenshots and tell a trusted adult
(D) Share the messages with everyone

5. An employee looking up a neighbour’s medical records without a work reason is
(A) a violation of privacy
(B) piracy
(C) a denial of service attack
(D) copyright

Show answers

1. B
2. B
3. A
4. C
5. A

Paper 2 practice (structured question)

Kerry-Ann, a Form 5 student, notices that a classmate has made a fake social media account using her name and photo to post embarrassing comments. Her brother sells copies of new movies he has downloaded.

(a) Identify the type of computer misuse in EACH case:

(i) the fake account (1 mark)

(ii) the movie copies (1 mark)

(b) Describe TWO ways the fake account could affect Kerry-Ann. (2 marks)

(c) Explain how piracy affects:

(i) the film companies (1 mark)

(ii) the government (1 mark)

(d) Suggest TWO things Kerry-Ann should do about the fake account. (2 marks)

Total: 8 marks

Show answers

(a)

(i) Cyberbullying (accept identity misuse/violation of privacy) (1 mark)

(ii) Piracy/copyright infringement (1 mark)

(b) Any two (1 each):
• embarrassment/damaged reputation
• stress or anxiety
• falling school performance
• loss of friendships
• people may believe the false posts

(c)

(i) Lost sales/income (1 mark)

(ii) Lost tax revenue/cost of enforcing copyright laws (1 mark)

(d) Any two (1 each):
• keep screenshots as evidence
• report the account to the platform
• block the account
• tell a parent, teacher or guidance counsellor
• do not reply

Next: Computer Misuse (Part 2): Malware, Phishing, Identity Theft, Denial of Service, Data Theft, Eavesdropping and Espionage

Syllabus link: This post is relevant to the CSEC® Information Technology Syllabus (CXC 30/G/SYLL 17), Section 3: Social and Economic Impact of Information and Communications Technology (ICT), Specific Objective 2 (“assess the potential impact of computer systems misuse based on the main entities impacted”).

Attributions to media used in this post:

No third-party images are used in this post. Embedded videos are credited on YouTube to their channels.

Updates

2026/10/16

– Lists and algorithms laid out line by line.

© 2026 Vedesh Kungebeharry. All rights reserved.

Culture, Game Ratings, Intellectual Property and Monitoring Agencies in Game Design

Culture is the shared beliefs, stories, language, music, food, clothing and customs of a group of people. In animation and game design, culture shapes characters, settings and stories, and it decides what an audience finds funny, respectful, frightening or offensive. Four related ideas help designers use culture responsibly: folklore, game ratings (age-appropriate content), intellectual property and the monitoring agencies that set and enforce the rules.

We looked at folklore and heritage in Folklore, Culture and Heritage in Animation and Game Design and at copyright in Ethics, Copyright and Intellectual Property in Animation and Game Design. This post connects those ideas to publishing a game for real audiences.

Why culture matters

  • Authenticity: stories rooted in real places and traditions feel fresh and believable.
  • Representation: players like to see people, places and accents like their own on screen.
  • Respect: careless use of sacred symbols or stereotypes can hurt communities and damage a game’s reputation.
  • Market: culturally aware games travel better worldwide, and local stories can stand out in a crowded market.

Folklore: culturally and geographically appropriate characters

Folklore is the traditional stories, legends and characters passed down in a community. Mythological characters make memorable game heroes, guides and bosses, but they should be culturally and geographically appropriate: they should match the setting and be presented in a way the source community recognises.

The Caribbean offers rich examples. Anansi, the clever spider who outwits stronger animals, travelled from the Akan people of West Africa to Jamaica, Trinidad and Tobago and beyond; he suits a puzzle or trickster game. Trinidad and Tobago’s folklore includes Papa Bois, guardian of the forest and its animals, and Mama Dlo, protector of rivers – ideal characters for a game about protecting the environment. Placing these characters in a snowy European forest would feel wrong; placing them in a rainforest with local plants, music and dialect feels right.

Old book illustration of Anansi, a spider character with a human-like face
Figure 1 – An illustration by Pamela Colman Smith from Annancy Stories (1899), a collection of Jamaican Anansi tales. Anansi stories are shared across West Africa and the Caribbean. Image: Pamela Colman Smith, Public domain, via Wikimedia Commons.

Good practice: research with elders, historians and cultural groups; credit your sources; avoid mixing unrelated traditions just for effect; and ask community members to review your designs.

Game ratings: age-appropriate content

A game rating tells buyers the age group a game is suitable for and what content it contains. The CAPE glossary uses the categories of the Entertainment Software Rating Board (ESRB), used in North America and followed by many Caribbean retailers:

RatingMeaning
EC – Early ChildhoodSuitable for ages 3 and up (this category was retired by the ESRB in 2018; such games are now rated E).
E – EveryoneSuitable for all ages; may contain minimal cartoon or mild violence.
E10+ – Everyone 10+Suitable for ages 10 and up; more cartoon or mild violence, mild language.
T – TeenSuitable for ages 13 and up; may contain violence, crude humour and some strong language.
M – Mature 17+Suitable for ages 17 and up; intense violence and strong language.
AO – Adults Only 18+Only for adults; rarely used and not sold by most major stores.

Games also carry content descriptors (for example “Mild Fantasy Violence”) and notes about interactive elements such as in-game purchases or users interacting online. Europe uses PEGI (ages 3, 7, 12, 16 and 18), and the International Age Rating Coalition (IARC) gives ratings for many digital stores worldwide.

Black-and-white rating label with the letters EC for Early Childhood
Figure 2 – The ESRB “Early Childhood” rating label used from 1998. Today, games for young children receive the E (Everyone) rating. Image: Entertainment Software Rating Board (ESRB), CC BY-SA 4.0, via Wikimedia Commons.

This short official video explains how the PEGI system labels games in Europe:

Intellectual property violations

Intellectual property (IP) is creative work protected by law: copyright (art, music, code, stories), trademarks (names and logos), patents (inventions) and trade secrets. Common IP violations in games and animation include:

  • Piracy: copying or distributing games or films without paying or permission.
  • Asset theft: using someone else’s art, music, fonts or models without a licence.
  • Cloning and trade-dress copying: copying another game’s look, name and code so closely that players are misled.
  • Trademark misuse: using famous characters or brand names in your game without permission.
  • Cultural appropriation of protected works: using a specific traditional design or recording that belongs to a community or artist without permission.

Protect yourself by making original work, keeping your sketches and files as evidence, and using assets with clear licences such as Creative Commons (always follow the attribution terms – as we do at the end of every post on this site).

Roles and responsibilities of monitoring agencies

Agency typeExamplesResponsibilities
Rating boardsESRB, PEGI, IARC, CERO (Japan)Review game content, assign age ratings and descriptors, enforce advertising rules.
IP officesWIPO (worldwide), national IP offices such as the Intellectual Property Office of Trinidad and TobagoRegister trademarks and patents, educate creators, support copyright law.
Collecting societiesMusic rights organisations such as COTT (Trinidad and Tobago)License music and collect royalties for creators.
Law enforcement and customsPolice, customs and border agenciesSeize pirated goods and prosecute large-scale infringement.
Platform holdersApp stores and console makersRequire ratings, remove infringing or harmful games, protect children’s privacy.

Example

A team is making Guardians of the Forest, a game in which the player helps Papa Bois protect animals from illegal hunters. Culturally, they interview a local storyteller and a folk troupe, use a steelpan-inspired soundtrack they commission themselves, and set the game in a Northern Range-style rainforest. For the rating, they keep conflict non-violent (hunters are scared away with traps and animal calls) and aim for an E rating. For IP, they draw all characters themselves, use only CC0 sound effects and keep a licence list. They register the game’s name as a trademark before launch.

Exercise

  1. Choose a folklore character from your own country or region. Describe a game role for it that is culturally and geographically appropriate, and one way it could be misused.
  2. Look up the rating of three games you know. Record the rating, the content descriptors and whether you agree with the rating.
  3. Explain the difference between copyright and trademark, giving one game-related example of each.
  4. Name two monitoring agencies and describe the responsibilities of each in protecting players or creators.

Next: Game Design Terms, Careers and the Types of Design in Games (World, System, Content, Level, UI)

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 1: Introduction to Interactive Design – Specific Objective 18 (“outline the importance of culture in animation and game design”).

Attributions to media used in this post:

Anansi-34.png – Pamela Colman Smith – Public domain (via Wikimedia Commons)

ESRB 1998 Early Childhood (small).png – Entertainment Software Rating Board (ESRB) – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Ethics, Copyright and Intellectual Property in Animation and Game Design

Ethics is about deciding what is right and wrong. In animation and game design, ethical questions come up all the time: Can I use this song in my game? Is it OK to copy this character? Can I download software I cannot afford? Closely linked are the legal risks, especially around intellectual property such as copyright and patents. Note: this post is general information for learners, not legal advice. Laws differ from country to country.

Ethical, moral and social issues

Here are some common situations. Each one may seem harmless, but each is wrong and often illegal:

  • Downloading expensive software from file-sharing networks instead of buying it. This is software piracy. It takes income from the developers and can also expose your computer to malware.
  • Copying a borrowed CD or a rented DVD before returning it. You are keeping a copy you have not paid for.
  • Stripping DRM (Digital Rights Management) protection from downloaded media to make an unprotected copy. In many countries, getting around DRM is illegal even if you bought the item.
Stack of compact discs
Figure 1 – A stack of CDs. Copying a borrowed or rented disc before returning it is an example of an unethical (and often illegal) action.

Plagiarism

Plagiarism is presenting someone else’s work or ideas as your own, for example tracing another artist’s character and calling it yours, or copying code without credit. Always credit your sources and create original work. See also: Information Protection and Misuse.

The Open Movement

The Open Movement is the idea that knowledge and creative work should be freely available to use, share and improve. It includes:

  • Open source – software whose source code is published under a licence that lets anyone use, study, change and share it (for example Blender and Godot).
  • Open data – data that anyone can freely use and share.
  • Open Educational Resources (OER) – teaching and learning materials that are free to use and adapt.
  • Creative Commons (CC) licensing – licences that let creators give the public permission to share and reuse their work under certain conditions.

Open source vs public domain

These are not the same. Open source work is still protected by copyright. The owner gives permission through a licence, and you must follow its terms. Public domain work has no copyright protection (for example because the copyright has expired or the creator gave up their rights), so anyone can use it for any purpose.

Creative Commons licence elements

SymbolMeaning
BY (Attribution)You must credit the creator.
SA (ShareAlike)If you change the work, you must share your version under the same licence.
NC (NonCommercial)You cannot use the work to make money.
ND (NoDerivatives)You can share the work but not change it.
CC0The creator has given up their rights as far as the law allows, similar to public domain.

Look at the “Attributions” sections at the end of our posts. They show how to credit Creative Commons images correctly.

Intellectual property, copyright and patents

Copyright symbol
Figure 2 – The copyright symbol ©, often used in copyright notices such as “© 2026 Your Name”.

Intellectual property (IP) means creations of the mind, such as art, music, stories, software, inventions, names and logos. IP laws give owners certain exclusive rights.

TypeWhat it protectsExamples in animation and games
CopyrightOriginal creative works: art, animation, music, scripts, code. It protects the expression, not the general idea.Character artwork, a game’s source code, a soundtrack
PatentNew inventions, such as a new technical process or device.A new type of motion controller
TrademarkNames, logos and slogans that identify a brand.A studio’s logo or a game series name

Why IP matters

IP protection lets creators earn from their work, encourages new ideas and investment, and stops others from copying and selling that work without permission.

Getting protection

  • Copyright usually applies automatically as soon as an original work is created and fixed (drawn, saved or recorded). Some countries also offer optional registration. Keep dated drafts and files as proof that you made the work.
  • Patents are not automatic. You must apply to a patent office, and the invention must be new and not obvious. Patents usually last for a limited time (commonly 20 years).
  • Check your own country’s intellectual property office for local rules.

Penalties for infringement

Using protected work without permission is called infringement. Depending on the country and how serious it is, penalties can include paying damages, court orders to stop, destruction of illegal copies, fines, and in serious cases (such as large-scale piracy) prison. Online stores can also remove infringing games and videos.

Authorised use of copyrighted material

  • Get permission or buy a licence (for example stock music or asset packs).
  • Use Creative Commons or public domain material and follow the licence terms.
  • Some countries allow limited use for purposes like education, criticism or news (“fair use” or “fair dealing”). The rules are narrow, so check before relying on them.

Reducing the risks

  • Quality control – check every asset (art, sound, code, fonts) and record where it came from and what licence it uses.
  • Copyright – keep evidence of your original work, and put copyright notices on your projects.
  • Patents and trademarks – protect genuinely new inventions and your brand name where it makes sense.
  • Contracts – agree in writing who owns work created by team members and contractors.
  • Make it yourself – original art, music and code avoid most problems.

Video

This short animation from Creative Commons Aotearoa New Zealand explains the four licence elements and the six Creative Commons licences.

Exercise

  1. Explain why each of the three situations under “Ethical, moral and social issues” is wrong.
  2. What is the difference between open source and public domain?
  3. Find a Creative Commons image on Wikimedia Commons. Write a correct attribution for it and state what its licence allows.
  4. Create an asset log (a table) for a small game listing each asset, its creator, its source and its licence.

Next: The Game Design Process: Brainstorming, Rapid Prototyping, Playtesting and RAD vs Waterfall

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 1: Fundamentals of Animation and Game Design, Module 1: Understanding Animation and Game Design – Specific Objective 18 (“outline ethical issues associated with animation and game design”); Specific Objective 19 (“identify risks associated with animation and game design”); Specific Objective 20 (“develop solutions to mitigate the risks associated with animation and game design”).

Attributions to media used in this post:

CD stack.jpg – mutednarayan – CC BY-SA 2.0 (via Wikimedia Commons)

Copyright.svg – Unknown author – Public domain (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.