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Self-Efficacy-Based Game Design to Encourage Security Behavior Online

Published: 02 May 2019 Publication History

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.

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Albert Bandura. 1990. Perceived self-efficacy in the exercise of control over AIDS infection. Evaluation and program planning 13, 1 (1990), 9--17.
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Cited By

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  • (2024)Towards a Design Framework for Data-Driven Game Streaming: A Multi-Stakeholder ApproachProceedings of the ACM on Human-Computer Interaction10.1145/36771078:CHI PLAY(1-28)Online publication date: 15-Oct-2024
  • (2024)A systematic review of current cybersecurity training methodsComputers and Security10.1016/j.cose.2023.103585136:COnline publication date: 1-Feb-2024
  • (2023)Train as you Fight: Evaluating Authentic Cybersecurity Training in Cyber RangesProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581046(1-19)Online publication date: 19-Apr-2023
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cover image ACM Conferences
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
May 2019
3673 pages
ISBN:9781450359719
DOI:10.1145/3290607
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 02 May 2019

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  1. cybersecurity
  2. game design
  3. games
  4. self-efficacy

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Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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Cited By

View all
  • (2024)Towards a Design Framework for Data-Driven Game Streaming: A Multi-Stakeholder ApproachProceedings of the ACM on Human-Computer Interaction10.1145/36771078:CHI PLAY(1-28)Online publication date: 15-Oct-2024
  • (2024)A systematic review of current cybersecurity training methodsComputers and Security10.1016/j.cose.2023.103585136:COnline publication date: 1-Feb-2024
  • (2023)Train as you Fight: Evaluating Authentic Cybersecurity Training in Cyber RangesProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581046(1-19)Online publication date: 19-Apr-2023
  • (2023)Tailoring a Persuasive Game to Promote Secure Smartphone BehaviourProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581038(1-18)Online publication date: 19-Apr-2023
  • (2022)Putting security on the tableProceedings of the ACM/IEEE 44th International Conference on Software Engineering: Software Engineering Education and Training10.1145/3510456.3514139(217-222)Online publication date: 21-May-2022
  • (2022)Putting Security on the Table: The Digitalisation of Security Tabletop Games and its Challenging Aftertaste2022 IEEE/ACM 44th International Conference on Software Engineering: Software Engineering Education and Training (ICSE-SEET)10.1109/ICSE-SEET55299.2022.9794181(217-222)Online publication date: May-2022
  • (2022)Smartphone Security and Privacy – A Gamified Persuasive Approach with Protection Motivation TheoryPersuasive Technology10.1007/978-3-030-98438-0_7(89-100)Online publication date: 29-Mar-2022
  • (2021)Analysis of Trending Topics and Text-based Channels of Information Delivery in CybersecurityACM Transactions on Internet Technology10.1145/348333222:2(1-27)Online publication date: 29-Oct-2021
  • (2021)Scaffolding the Online Peer-support Experience: Novice Supporters' Strategies and ChallengesProceedings of the ACM on Human-Computer Interaction10.1145/34795105:CSCW2(1-30)Online publication date: 18-Oct-2021
  • (2021)PERMARUN- A Persuasive Game to Improve User Awareness and Self-Efficacy Towards Secure Smartphone BehaviourExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451781(1-7)Online publication date: 8-May-2021
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