What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Affan Yasin , Rubia Fatima , Lijie Wen , Zheng JiangBin , Mahmood Niazi
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引用次数: 0

Abstract

Context:

In recent years, there has been a significant surge in global Social Engineering (phishing) attacks. This upsurge has prompted governmental bodies, organizations, and educational institutions to formulate strategies aimed at mitigating this threat.

Objective:

The primary objective of this research is to create a game-based solution that educates participants about URLs and evaluates their understanding through multiple-choice questions.

Methodology:

To attain the aforementioned objectives, a multifaceted approach has been adopted in this study. Firstly, an extensive literature review was conducted to gain insights into the problem and prior research on the subject. This review was instrumental in comprehending the game development framework, developmental tools, and various design models for game design. A digital adaptation of the game has been created utilizing the CONSTRUCT 3 platform. Secondly, an empirical evaluation was executed, involving participants engaging with the game and their learning assessed through survey. A survey method was employed to further gauge participants’ knowledge and to solicit feedback on the game’s design.

Results and Conclusion:

The survey results indicate a lack of significant outcomes or dependencies on the dependent variable. fun to play, ease to play, and game-based learning did not significantly predict avoidance behavior while the intention to play and phishing knowledge were the significant positive predictors of avoidance behavior, with intention to play showing the biggest contribution in the models 2 and 3. Correspondingly, the negligible difference between the R2 value and R2 in models 2 and 3 also confirmed the small variance of model 2 (explained in the paper). Consequently, the research asserts that the assessment of the gaming method has not yielded success and underscores the necessity for enhancements and further evaluation.

网络钓鱼教育中会出现什么问题?对结果不佳的游戏式评估的探究
背景:近年来,全球社会工程学(网络钓鱼)攻击激增。目标:本研究的主要目标是创建一个基于游戏的解决方案,对参与者进行有关 URL 的教育,并通过多项选择题评估他们对 URL 的理解。首先,我们进行了广泛的文献综述,以深入了解问题和先前的相关研究。这一回顾有助于理解游戏开发框架、开发工具和各种游戏设计模式。利用 CONSTRUCT 3 平台制作了游戏的数字改编版。其次,进行了实证评估,让参与者参与游戏,并通过调查评估他们的学习情况。调查结果和结论:调查结果表明,因变量缺乏显著的结果或依赖关系。游戏乐趣、游戏难易度和基于游戏的学习对回避行为没有显著的预测作用,而游戏意愿和网络钓鱼知识对回避行为有显著的正向预测作用,其中游戏意愿在模型 2 和模型 3 中的作用最大。相应地,模型 2 和模型 3 的 R2 值和△R2 之间的差异几乎可以忽略不计,这也证实了模型 2 的方差较小(论文中已有解释)。因此,本研究认为博弈法的评估并不成功,强调有必要进行改进和进一步评估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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