TY - JOUR
T1 - What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results
AU - Yasin, Affan
AU - Fatima, Rubia
AU - Wen, Lijie
AU - JiangBin, Zheng
AU - Niazi, Mahmood
N1 - Publisher Copyright:
© 2024 Elsevier B.V.
PY - 2025/1
Y1 - 2025/1
N2 - Context: In recent years, there has been a significant surge in global Social Engineering (phishing) attacks. This upsurge has prompted governmental bodies, organizations, and educational institutions to formulate strategies aimed at mitigating this threat. Objective: The primary objective of this research is to create a game-based solution that educates participants about URLs and evaluates their understanding through multiple-choice questions. Methodology: To attain the aforementioned objectives, a multifaceted approach has been adopted in this study. Firstly, an extensive literature review was conducted to gain insights into the problem and prior research on the subject. This review was instrumental in comprehending the game development framework, developmental tools, and various design models for game design. A digital adaptation of the game has been created utilizing the CONSTRUCT 3 platform. Secondly, an empirical evaluation was executed, involving participants engaging with the game and their learning assessed through survey. A survey method was employed to further gauge participants’ knowledge and to solicit feedback on the game's design. Results and Conclusion: The survey results indicate a lack of significant outcomes or dependencies on the dependent variable. fun to play, ease to play, and game-based learning did not significantly predict avoidance behavior while the intention to play and phishing knowledge were the significant positive predictors of avoidance behavior, with intention to play showing the biggest contribution in the models 2 and 3. Correspondingly, the negligible difference between the R2 value and △ R2 in models 2 and 3 also confirmed the small variance of model 2 (explained in the paper). Consequently, the research asserts that the assessment of the gaming method has not yielded success and underscores the necessity for enhancements and further evaluation.
AB - Context: In recent years, there has been a significant surge in global Social Engineering (phishing) attacks. This upsurge has prompted governmental bodies, organizations, and educational institutions to formulate strategies aimed at mitigating this threat. Objective: The primary objective of this research is to create a game-based solution that educates participants about URLs and evaluates their understanding through multiple-choice questions. Methodology: To attain the aforementioned objectives, a multifaceted approach has been adopted in this study. Firstly, an extensive literature review was conducted to gain insights into the problem and prior research on the subject. This review was instrumental in comprehending the game development framework, developmental tools, and various design models for game design. A digital adaptation of the game has been created utilizing the CONSTRUCT 3 platform. Secondly, an empirical evaluation was executed, involving participants engaging with the game and their learning assessed through survey. A survey method was employed to further gauge participants’ knowledge and to solicit feedback on the game's design. Results and Conclusion: The survey results indicate a lack of significant outcomes or dependencies on the dependent variable. fun to play, ease to play, and game-based learning did not significantly predict avoidance behavior while the intention to play and phishing knowledge were the significant positive predictors of avoidance behavior, with intention to play showing the biggest contribution in the models 2 and 3. Correspondingly, the negligible difference between the R2 value and △ R2 in models 2 and 3 also confirmed the small variance of model 2 (explained in the paper). Consequently, the research asserts that the assessment of the gaming method has not yielded success and underscores the necessity for enhancements and further evaluation.
KW - Empirical evaluation
KW - Human factor in security
KW - Negative results
KW - Phished URL
KW - Phishing attacks
KW - Serious game
KW - Social engineering
KW - Software security
KW - Unfavorable results
UR - http://www.scopus.com/inward/record.url?scp=85199443428&partnerID=8YFLogxK
U2 - 10.1016/j.entcom.2024.100815
DO - 10.1016/j.entcom.2024.100815
M3 - Article
AN - SCOPUS:85199443428
SN - 1875-9521
VL - 52
JO - Entertainment Computing
JF - Entertainment Computing
M1 - 100815
ER -