Self-efficacy-based game design to encourage security behavior online

23Citations
Citations of this article
57Readers
Mendeley users who have this article in their library.
Get full text

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

APA

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.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free