Phishing Awareness via Game-Based Learning

Fuente: arXiv
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Bibliographic Details
Main Authors: Rahartomo, Argianto, Ghaleb, Ahmed Tareq Ali, Ghafari, Mohammad
Format: Preprint
Published: 2025
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author Rahartomo, Argianto
Ghaleb, Ahmed Tareq Ali
Ghafari, Mohammad
author_facet Rahartomo, Argianto
Ghaleb, Ahmed Tareq Ali
Ghafari, Mohammad
contents The increased use of digital devices and applications has led to a rise in phishing attacks. We develop a serious game to raise awareness about phishing attacks and help people avoid these threats in a risk-free learning environment. This game targets three types of phishing-clone phishing, SMS phishing, and spear phishing-and uses a Large Language Model to generate dialogues and questions dynamically. It also incorporates state randomization and time-limited challenges to enhance the gameplay. We evaluated two groups of participants and found that those who played the game showed, on average, a 24% increase in awareness and a 30% boost in confidence.
format Preprint
id arxiv_https___arxiv_org_abs_2501_12077
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Phishing Awareness via Game-Based Learning
Rahartomo, Argianto
Ghaleb, Ahmed Tareq Ali
Ghafari, Mohammad
Cryptography and Security
The increased use of digital devices and applications has led to a rise in phishing attacks. We develop a serious game to raise awareness about phishing attacks and help people avoid these threats in a risk-free learning environment. This game targets three types of phishing-clone phishing, SMS phishing, and spear phishing-and uses a Large Language Model to generate dialogues and questions dynamically. It also incorporates state randomization and time-limited challenges to enhance the gameplay. We evaluated two groups of participants and found that those who played the game showed, on average, a 24% increase in awareness and a 30% boost in confidence.
title Phishing Awareness via Game-Based Learning
topic Cryptography and Security
url https://arxiv.org/abs/2501.12077