Engaging Users with Educational Games: The Case of Phishing

Dixon, Matt, Arachchilage, Nalin Asanka Gamagedara and Nicholson, James (2019) Engaging Users with Educational Games: The Case of Phishing. In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA '19): May 4–9, 2019, Glasgow, Scotland UK. CHI EA (19). ACM, New York, NY, USA, LBW0265. ISBN 9781450359719

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Official URL: https://doi.org/10.1145/3290607.3313026


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.

Item Type: Book Section
Uncontrolled Keywords: serious games, usable security, phishing, social engineering
Subjects: G400 Computer Science
Department: Faculties > Engineering and Environment > Computer and Information Sciences
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Depositing User: Paul Burns
Date Deposited: 21 Feb 2019 17:45
Last Modified: 01 Aug 2021 11:07
URI: http://nrl.northumbria.ac.uk/id/eprint/38188

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