with larger participant samples and possibly lower
dropout rates in longitudinal testing to strengthen the
evidence when answering questions regarding long-
term effects.
6 CONCLUSION
In this paper, we present the results of a compar-
ative user study of an anti-phishing learning game
and its personalized version as well as an analysis
of in-game behavior to understand how personaliza-
tion influences the participants’ gameplay and perfor-
mance. We find, that users interact differently when
confronted with URLs based on services they are not
familiar with, both during gameplay and in the URL
tests of our user study. While we did not find signif-
icant differences in the classification performance of
participants of the personalized and non-personalized
versions of the game, we find some indications that
personalization might potentially have positive effects
on the players’ awareness. Our work therefore moti-
vates further analyses of learning games with person-
alized content and how it affects players during and
after playing the game. Furthermore, we performed
longitudinal testing three months after the game was
played and find, that while the participants’ perfor-
mance seems to drop compared to the post-test, it
is still significantly higher than the pre-test. These
results indicate, that general knowledge about the
URL structure and possible manipulation techniques
can help users detect malicious URLs even several
months after the intervention.
ACKNOWLEDGEMENTS
This research was supported by the research train-
ing group “Human Centered Systems Security” spon-
sored by the state of North Rhine-Westphalia.
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