Security exploits can include cyber threats such as computer programs that can disturb the normal behavior of computer systems (viruses), unsolicited e-mail (spam), malicious software (malware), monitoring software (spyware), attempting to make computer resources unavailable to their intended users (Distributed Denial-of-Service or DDoS attack), the social engineering, and online identity theft (phishing). One such cyber threat, which is particularly dangerous to computer users is phishing. Phishing is well known as online identity theft, which targets to steal victims' sensitive information such as username, password and online banking details. This paper focuses on designing an innovative and gamified approach to educate individuals about phishing attacks. The study asks how one can integrate self-efficacy, which has a co-relation with the user's knowledge, into an anti-phishing educational game to thwart phishing attacks? One of the main reasons would appear to be a lack of user knowledge to prevent from phishing attacks. Therefore, this research investigates the elements that influence (in this case, either conceptual or procedural knowledge or their interaction effect) and then integrate them into an anti-phishing educational game to enhance people's phishing prevention behaviour through their motivation.
Tseng, et al @cite_2 also developed a game to teach users about phishing based on the content of the website. The authors proposed the phishing attack frame hierarchy to describe stereotype features of phishing attack techniques. The inheritance and instantiation properties of the frame model allowed them to extend the original phishing pages to increase game contents. Finally, the authors developed an anti-phishing educational game to evaluate the effectiveness of proposed frame hierarchy. The evaluation results showed that most of the lecturers and experts were satisfied with this proposed system.
@cite_2
2056855061
Low motivation is the first barrier when educating end-users about anti-phishing. Game-based learning utilizing interactive activities and interesting multimedia is a suitable solution for motivating end-users. To satisfy pedagogical needs, it is important to generate numerous game contents full of variety. However, it is costly and time consuming to generate new phishing page. Due to the complexity of combining different phishing attack technique with various deceiving scenario, the phishing pages modeling issue arises when automatically generate content of anti-phishing education game. In this paper, we propose the phishing attack frame hierarchy to describe stereotype features of phishing attack techniques. The inheritance and instantiation properties of the frame model allow us extend the original phishing pages to increase game contents. To evaluate the effectiveness of proposed frame hierarchy, we have developed an anti-phishing education game. The evaluation results show that most of lecturers and experts satisfy with our proposed system.