Virtual Reality as a mean for increasing privacy awareness: The escape room example

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Abstract

The universal daily use of the Internet and social media raises the need of privacy awareness. Using innovative technologies for educational purposes seems to be the solution to this issue. More specifically, game-based learning effectively educates users in technological fields, while offering adequate learning opportunities for a wide range of target groups. Although there are several categories of educational games and tools, virtual reality games are efficient for training on privacy issues. The present study aims to validate the adding value virtual reality games can bring to in privacy awareness status quo. In more detail, the advantages of game-based learning using cut-edge technologies, such as virtual reality, are analyzed. In order to evaluate this theory, a virtual reality escape room was designed, implemented, and navigated by 13 users that provided important feedback regarding the effectiveness of game-based learning and virtual reality in privacy Awareness.

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APA

Maragkoudaki, S. N., & Kalloniatis, C. (2022). Virtual Reality as a mean for increasing privacy awareness: The escape room example. In ACM International Conference Proceeding Series (pp. 261–266). Association for Computing Machinery. https://doi.org/10.1145/3575879.3576002

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