Authors:
Rene Roepke
1
;
Vincent Drury
2
;
Ulrike Meyer
2
and
Ulrik Schroeder
1
Affiliations:
1
Learning Technologies Research Group, RWTH Aachen University, Ahornsstr. 55, 52074 Aachen, Germany
;
2
IT-Security Research Group, RWTH Aachen University, Mies-v.-d.-Rohe-Str. 15, 52074 Aachen, Germany
Keyword(s):
Anti-Phishing Education, Game-based Learning, Personalization, User Study, Gameplay Analysis.
Abstract:
Anti-phishing learning games present a motivating, interactive approach to user education and thus, various games have been developed and studied in the past. A common trend among these games is a limited use of game mechanics and no consideration of learners using methods of personalization. In this paper, we compare an anti-phishing learning game with its personalized version in the scope of a longitudinal user study with 89 participants. For personalization, the player’s familiarity with different services is used to provide personalized content in the form of URLs in the game. To further understand the effects of personalization, we analyze game log data and evaluate how players interact with personalized learning game content. While the comparison of both game versions did not yield significant differences in the participants’ performance in URL tests, the in-game analysis confirmed that players interact differently when confronted with URLs based on services they are not famili
ar with compared to those they use or know. These differences when handling unknown URLs in the in-game analysis might indicate, that personalization could be leveraged to improve awareness and the knowledge transfer to the real world.
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