2017/10/10 by Nicholas Micallef, Micallef, Nicholas, Nalin Asanka Gamagedara Arachchilage +1
Computer Science · Psychology · #Advanced Malware Detection Techniques #Computers and Society (cs.CY) #Cryptography and Security (cs.CR) #Educational Games and Gamification #FOS: Computer and information sciences #Human-Computer Interaction (cs.HC) #Information and Cyber Security #Innovative Human-Technology Interaction
paper · pdf · doi:10.48550/arxiv.1710.03888
openalex publication_date 2017/10/10 · openalex created_date 2019/07/30 · openalex updated_date 2026/07/28
When using security questions most users still trade-off security for the\nconvenience of memorability. This happens because most users find strong\nanswers to security questions difficult to remember. Previous research in\nsecurity education was successful in motivating users to change their behaviour\ntowards security issues, through the use of serious games (i.e. games designed\nfor a primary purpose other than pure entertainment). Hence, in this paper we\nevaluate the design of a serious game, to investigate the features and\nfunctionalities that users would find desirable in a game that aims to educate\nthem to provide strong and memorable answers to security questions. Our\nfindings reveal that: (1) even for security education games, rewards seem to\nmotivate users to have a better learning experience; (2) functionalities which\ncontain a social element (e.g. getting help from other players) do not seem\nappropriate for serious games related to security questions, because users fear\nthat their acquaintances could gain access to their security questions; (3)\neven users who do not usually play games would seem to prefer to play security\neducation games on a mobile device.\n