Engaging Users with Educational Games: The Case of Phishing

Research output: Chapter in Book/Report/Conference proceedingConference contribution

DOI

Authors

External departments

  • Northumbria University
  • University of New South Wales

Details

Original languageEnglish
Title of host publicationExtended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA '19)
Subtitle of host publicationMay 4–9, 2019, Glasgow, Scotland UK
Place of PublicationNew York, NY, USA
PublisherACM
Number of pages6
ISBN (Electronic)9781450359719
DOIs
Publication statusPublished - 2 May 2019
EventACM CHI Conference on Human Factors in Computing Systems 2019 - Scottish Event Campus, Glasgow, United Kingdom
Duration: 4 May 20199 May 2019
https://chi2019.acm.org/

Conference

ConferenceACM CHI Conference on Human Factors in Computing Systems 2019
Abbreviated titleCHI 2019
CountryUnited Kingdom
CityGlasgow
Period4/05/199/05/19
Internet address
Publication type

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as versatile and powerful teaching tools, yet little work has examined how to engage users with these games. We explore this problem by conducting workshops with 9 younger adults and reporting on their expectations for cybersecurity educational games. We find a disconnect between casual and serious gamers, where casual gamers prefer simple games incorporating humour while serious gamers demand a congruent narrative or storyline. Importantly, both demographics agree that educational games should prioritise gameplay over information provision - i.e. the game should be a game with educational content. We discuss the implications for educational games developers.

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