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Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…
In digital learning systems, gaming the system refers to occasions when students attempt to succeed in an educational task by systematically taking advantage of system features rather than engaging meaningfully with the content. Often…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
In the dynamic realm of cybersecurity, awareness training is crucial for strengthening defenses against cyber threats. This survey examines a spectrum of cybersecurity awareness training methods, analyzing traditional, technology-based, and…
Proactive cyber-risk assessment is gaining momentum due to the wide range of sectors that can benefit from the prevention of cyber-incidents by preserving integrity, confidentiality, and the availability of data. The rising attention to…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
Cyberbullying among minors is a pressing concern in our digital society, necessitating effective prevention and intervention strategies. Traditional data collection methods often intrude on privacy and yield limited insights. This study…
Training the future cybersecurity workforce to respond to emerging threats requires introduction of novel educational interventions into the cybersecurity curriculum. To be effective, these interventions have to incorporate trending…
This paper describes the design process for the cybersecurity serious game 'PeriHack'. Publicly released under a CC (BY-NC-SA) license, PeriHack is a board and card game for two players or teams that simulates the struggle between a red…
In cybersecurity, attackers range from brash, unsophisticated script kiddies and cybercriminals to stealthy, patient advanced persistent threats. When modeling these attackers, we can observe that they demonstrate different risk-seeking and…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Cyber literacy merits serious research attention because it addresses a confluence of specialization and generalization; cybersecurity is often conceived of as approachable only by a technological intelligentsia, yet its interdependent…
Technology development efforts in autonomy and cyber-defense have been evolving independently of each other, over the past decade. In this paper, we report our ongoing effort to integrate these two presently distinct areas into a single…
[Background] The game industry faces fierce competition and games are developed on short deadlines and tight budgets. Continuously testing and experimenting with new ideas and features is essential in validating and guiding development…
Deception is a technique to mislead human or computer systems by manipulating beliefs and information. For the applications of cyber deception, non-cooperative games become a natural choice of models to capture the adversarial interactions…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
This study provides a model of cyber deception with asymmetric recognition represented by private beliefs. Signaling games, which are often used in existing works, are built on the implicit premise that the receiver's belief is public…
Cyber defence exercises are intensive, hands-on learning events for teams of professionals who gain or develop their skills to successfully prevent and respond to cyber attacks. The exercises mimic the real-life, routine operation of an…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…