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.
Original language | English |
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Title of host publication | Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA '19) |
Subtitle of host publication | May 4–9, 2019, Glasgow, Scotland UK |
Place of Publication | New York, NY, USA |
Publisher | ACM |
Number of pages | 6 |
ISBN (Electronic) | 9781450359719 |
DOIs | |
Publication status | Published - 2 May 2019 |
Event | ACM 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 2019 → 9 May 2019 https://chi2019.acm.org/ http://chi2019.acm.org |
Conference
Conference | ACM CHI Conference on Human Factors in Computing Systems 2019 |
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Abbreviated title | CHI 2019 |
Country/Territory | United Kingdom |
City | Glasgow |
Period | 4/05/19 → 9/05/19 |
Internet address |
Keywords
- serious games
- usable security
- phishing
- social engineering