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Securix: a 3D game-based learning approach for phishing attack awareness

机译:Securix:基于3D游戏的学习方法,用于网络钓鱼攻击意识

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摘要

Majority of Internet users lack anti-phishing skills in identifying a phishing attack This paper introduces a 3D-game prototype named Securix which simplifies and exaggerates real life scenario and conveys different game design principles. Securix is divided into three levels, depicted in scenarios, namely: URL, E-mail and Website which addresses different types of phishing attack 3D characters and tools were designed to be imported into the game engine using C# programming language for scripting. A Technology Acceptance Model was used for evaluation of the game. To ascertain the liability and acceptability of this design, 50 questionnaires were administered. The results revealed perceived usefulness as the most significant determinant of adoption of Securix than all the other variables. All the relationships between Perceived Ease Of Use (PEOU), Perceived Usefulness (PU), Attitude Towards Using (ATU), and Actual Usage of the System (AUOS) were tested and found to be significant and positive. Analysis from the questionnaire revealed that PU was a strong predictor of actual usage with ninety-five percent (95%) of users as compared to PEOU which was sixty-eight percent (68%) and AUOS which had a result of seventy-four percent (74%), The overall game design enhances the user's avoidance behaviour through motivation to protect themselves against phishing threats.
机译:大多数互联网用户缺乏识别网络钓鱼攻击的抗网络钓鱼技能本文介绍了一个名为Securix的3D游戏原型,简化和夸大了现实生活场景并传达了不同的游戏设计原则。 Securix被分为三个级别,描绘了在场景中,即:旨在解决不同类型的网络钓鱼攻击3D字符和工具的网址,旨在使用C#编程语言导入游戏引擎进行脚本。技术验收模型用于评估游戏。为确定这种设计的责任和可接受性,管理了50调查问卷。结果表明,作为采用Securix的最重要决定因素的结果表明是比所有其他变量的最重要的决定因素。对感知易用性(PEOU)的所有关系,感知有用性(PU),使用(ATU)的态度,以及系统(AUOS)的实际使用,发现是显着的和积极的。调查问卷的分析显示,与百分之六十八(68%)和Auos相比,PU与百分之九十五(95%)用户的实际使用量有强劲的预测因素。 (74%),整体游戏设计通过动力来保护自己免受网络钓鱼威胁来增强用户的避免行为。

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