Abstract | ||
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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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Year | DOI | Venue |
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2019 | 10.1145/3290607.3312935 | CHI Extended Abstracts |
Keywords | Field | DocType |
cybersecurity, game design, games, self-efficacy | Entertainment,Computer science,Game design,Human–computer interaction,Transformational leadership,Self-efficacy,Multimedia,Behavior change | Conference |
ISBN | Citations | PageRank |
978-1-4503-5971-9 | 1 | 0.35 |
References | Authors | |
0 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Tianying Chen | 1 | 1 | 1.02 |
Jessica Hammer | 2 | 68 | 25.95 |
Laura Dabbish | 3 | 2903 | 238.37 |