Engaging Users with Educational Games: The Case of Phishing

Matt Dixon, Nalin Asanka Gamagedara Arachchilage, James Nicholson

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

13 Citations (Scopus)
141 Downloads (Pure)


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.

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
Number of pages6
ISBN (Electronic)9781450359719
Publication statusPublished - 2 May 2019
EventACM CHI Conference on Human Factors in Computing Systems 2019: CHI’19 Workshop: HCI in China: Research Agenda, Education Curriculum, Industry Partnership, and Communities Building - Scottish Event Campus, Glasgow, United Kingdom
Duration: 4 May 20199 May 2019


ConferenceACM CHI Conference on Human Factors in Computing Systems 2019
Abbreviated titleCHI 2019
Country/TerritoryUnited Kingdom
Internet address


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