Related papers: Malicious User Experience Design Research for Cybe…
Phishing is an online fraudulent technique, which aims to steal sensitive information such as usernames, passwords and online banking details from its victims. To prevent this, anti-phishing education needs to be considered. This research…
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of…
Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural…
Security exploits can include cyber threats such as computer programs that can disturb the normal behavior of computer systems (viruses), unsolicited e-mail (spam), malicious software (malware), monitoring software (spyware), attempting to…
Cybercrimes such as online scams and fraud have become prevalent. Cybercriminals often abuse various global or regional events as themes of their fraudulent activities to breach user trust and attain a higher attack success rate. These…
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
Security models have been designed to ensure data is accessed and used in proper manner according to the security policies. Unfortunately, human role in designing security models has been ignored. Human behavior relates to many security…
Maldaimonia is a new experiential concept that refers to self-actualization and self-expression through egocentric, destructive, and/or exploitative activities. Still, it is unclear whether maldaimonia is an actual facet of real experience.…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…
User Experience (UX) in virtual worlds is a fast-developing discipline that requires creative design concepts to overcome the divide between physical and virtual interaction. This research investigates primary principles and techniques to…
With the ever growing networking capabilities and services offered to users, attack surfaces have been increasing exponentially, additionally, the intricacy of network architectures has increased the complexity of cyber-defenses, to this…
Solving cybersecurity issues requires a holistic understanding of components, factors, structures and their interactions in cyberspace, but conventional modeling approaches view the field of cybersecurity by their boundaries so that we are…
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…
Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…
Quantitative analysis of Game User eXperience (GUX) is important to the game industry. Different from the typical questionnaire analysis, this paper focuses on the computational analysis of GUX. We aim to analyze the relationship between…
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.
Recent years have seen increased interest in the design and deployment of smart grid devices and control algorithms. Each of these smart communicating devices represents a potential access point for an intruder spurring research into…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
Over the last decade, the free-to-play (F2P) game business model has gained popularity in the games industry. We examine the role of deceptive design during a game's transition to F2P and its impacts on players. Our analysis focuses on game…