Loading the document
1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
The game aims to move beyond traditional rote learning by creating an interactive, story-driven environment. Users must actively engage with and apply security concepts.
Game Goal. The serious game was designed to enhance cybersecurity awareness through interactive engagement.
This study explores the design and evaluation of a serious game intended to improve cybersecurity awareness among university students. The primary objective is to move beyond traditional rote learning methods by creating an interactive, story-driven environment that requires users to actively engage with and apply security concepts. By utilizing the Activity Theory-based Model of Serious Games (ATMSG), the research provides a structured framework for aligning educational objectives with game mechanics, ensuring that the training tool effectively communicates complex security scenarios.
The methodology involved a four-step design process using the ATMSG framework to define game activities, sequences, and pedagogical goals. A functional game demo was developed using visual novel software, focusing on a "problem-solving" gameplay style where users navigate realistic scenarios—such as identifying phishing attempts or securing information in public spaces—and receive immediate feedback on their choices. The evaluation phase consisted of a survey administered to 10 university students, categorized by their existing cybersecurity knowledge levels (beginner and intermediate). Participants rated the game on a scale of 1 to 10 across various metrics, including clarity, educational value, and engagement.
Key findings indicate that the game is highly effective at improving users' understanding of cybersecurity problems and resolutions, with an average score of 8.4 for situational understanding and 7.6 for overall knowledge improvement. The game was particularly well-received by beginners, who found the material novel and the gameplay accessible. However, the study concludes that while the narrative approach successfully imparts knowledge, the current iteration lacks sufficient interactive depth to sustain long-term motivation or high levels of enjoyment. Future development will focus on increasing user interaction and balancing task-reward structures to enhance the entertainment value of the training tool.
maxmetrics · 2026