538 research outputs found
Assessing the role of conceptual knowledge in an anti-phishing game
Copyright @ 2014 IEEE. This is the author accepted version of this article.Games can be used to support learning and confidence development in several domains, including the secure use of computers. However, emphasizing different types of knowledge in a game design can lead to different outcomes. This study explores two game designs that aim to enhance students' ability to identify phishing hyperlinks. One design focuses on procedural knowledge: developing students' tacit ability to recognize phishing hyperlinks through systematic practice. The other design focuses on conceptual knowledge: helping students to explicitly reflect upon and identify the features of phishing hyperlinks. The results of a double-blind randomized trial with 66 participants suggests that using a game designed for conceptual knowledge leads to a greater increase in learners' ability to identify phishing hyperlinks. Hence, incorporating conceptual knowledge development into educational games enhances their efficacy within the computer security context
Changing users' security behaviour towards security questions: A game based learning approach
Fallback authentication is used to retrieve forgotten passwords. Security
questions are one of the main techniques used to conduct fallback
authentication. In this paper, we propose a serious game design that uses
system-generated security questions with the aim of improving the usability of
fallback authentication. For this purpose, we adopted the popular picture-based
"4 Pics 1 word" mobile game. This game was selected because of its use of
pictures and cues, which previous psychology research found to be crucial to
aid memorability. This game asks users to pick the word that relates to the
given pictures. We then customized this game by adding features which help
maximize the following memory retrieval skills: (a) verbal cues - by providing
hints with verbal descriptions, (b) spatial cues - by maintaining the same
order of pictures, (c) graphical cues - by showing 4 images for each challenge,
(d) interactivity/engaging nature of the game.Comment: 6, Military Communications and Information Systems Conference
(MilCIS), 2017. arXiv admin note: substantial text overlap with
arXiv:1707.0807
Phish Phinder: A Game Design Approach to Enhance User Confidence in Mitigating Phishing Attacks
Phishing is an especially challenging cyber security threat as it does not
attack computer systems, but targets the user who works on that system by
relying on the vulnerability of their decision-making ability. Phishing attacks
can be used to gather sensitive information from victims and can have
devastating impact if they are successful in deceiving the user. Several
anti-phishing tools have been designed and implemented but they have been
unable to solve the problem adequately. This failure is often due to security
experts overlooking the human element and ignoring their fallibility in making
trust decisions online. In this paper, we present Phish Phinder, a serious game
designed to enhance the user's confidence in mitigating phishing attacks by
providing them with both conceptual and procedural knowledge about phishing.
The user is trained through a series of gamified challenges, designed to
educate them about important phishing related concepts, through an interactive
user interface. Key elements of the game interface were identified through an
empirical study with the aim of enhancing user interaction with the game. We
also adopted several persuasive design principles while designing Phish Phinder
to enhance phishing avoidance behaviour among users.Comment: 1
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