Abstract
Eliciting cybersecurity behavior change in users has been a difficult task. Although most users have concerns about their safety online, few take precautions. Transformational games offer a promising avenue for cybersecurity behavior change. To date, however, studies typically focus on entertainment value instead of investigating the effectiveness and design potential of games in cybersecurity. As a first step to filling this gap, we present the design of Hacked Time, a desktop game that aims to encourage cybersecurity behavior change by translating self-efficacy theory into the game's design. As cybersecurity games are a relatively novel area, our design aims to serve as a prototype for mapping specific behavior change principles relevant to this area onto game design practice.
Cite
CITATION STYLE
Chen, T., Dabbish, L., & Hammer, J. (2019). Self-efficacy-based game design to encourage security behavior online. In Conference on Human Factors in Computing Systems - Proceedings. Association for Computing Machinery. https://doi.org/10.1145/3290607.3312935
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.