探索和评估反钓鱼学习游戏的不同游戏机制

R. Roepke, Vincent Drury, Ulrike Meyer, U. Schroeder
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引用次数: 4

摘要

反网络钓鱼学习游戏是向最终用户传授网络钓鱼知识的一种很有前途的方法,因为它们为主动学习提供了可扩展且引人入胜的环境。现有游戏因其有限的游戏机制而受到批评,即不允许对玩家所获得的知识进行详细评估,而是主要侧重于事实和概念性知识来记忆或理解。为了扩展研究领域,本文提出了两个新的反钓鱼学习游戏的设计和评估:第一个游戏实现了一个扩展的分类机制,以更好地评估玩家的决策过程;第二个游戏实现了一个不同的游戏机制,要求玩家组合URL部分来构建自己的钓鱼URL。我们将这两款游戏相互比较,并将其与使用二元决策的基线执行(游戏邦注:类似于133名参与者参与的用户研究中的现有游戏)进行比较。研究表明,虽然这三款游戏都能提高成绩,但没有一款新游戏能在基线上有显著提高。此外,玩游戏三个月后的纵向测试结果表明,参与者的知识可以被保留,因为他们的表现仍然明显好于玩任何一种游戏之前。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring and Evaluating Different Game Mechanics for Anti-Phishing Learning Games
Anti-phishing learning games are a promising approach to teach end-users about phishing, as they offer a scalable and engaging environment for active learning. Existing games have been criticized for their limited game mechanics that do not allow for detailed assessment of the players' acquired knowledge, instead focusing mostly on factual and conceptual knowledge to remember or understand. To extend the research field, this paper presents the design and evaluation of two new anti-phishing learning games: The first game implements an extended classification mechanic to better assess the player's decision process, while the second game implements a different game mechanic, which requires players to combine URL parts to construct their own phishing URLs. We compare the games with each other and with a baseline implementation that uses binary decisions similar to existing games in a user study with 133 participants. The study shows, that while all three games lead to performance increases, none of the new games offer significant improvements over the baseline. Furthermore, results of a longitudinal test three months after playing the games show that knowledge can be retained as participants still perform significantly better than before playing either one of the games.
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