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Phishing video game to validate the principles of persuasion in university students
dc.contributor.author | Abrahamzon Garcia, Carmen Valeria | |
dc.contributor.author | Díaz Parra, José Raúl | |
dc.contributor.other | Díaz Parra, José Raúl | |
dc.date.accessioned | 2022-07-12T06:00:44Z | |
dc.date.available | 2022-07-12T06:00:44Z | |
dc.date.issued | 2021 | |
dc.identifier.citation | Abrahamzon Garcia, V., & Diaz Parra, R. (2021). Phishing video game to validate the principles of persuasion in university students. AMCIS 2021 Proceedings. 7. https://aisel.aisnet.org/amcis2021/lacais/lacais/7/ | |
dc.identifier.isbn | 978-173363258-4 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12724/16130 | |
dc.description.abstract | Phishing is a social engineering procedure in which a malicious actor impersonates a trusted third party with the intention of tricking the user into disclosing confidential information. Research on social engineering has shown that inappropriate use of persuasion principles in emails leads to increased susceptibility to phishing in users. Therefore, a serious game is proposed to measure the three principles of persuasion in information security: authority, scarcity and taste, in university students about phishing attacks. The methodology includes the elaboration of a visual novel for serious games and a questionnaire for measuring psychological principles aimed at university students and based on real case scenarios. The findings support previous research, which indicates that the use of psychological principles in phishing attacks generates greater susceptibility in users. The principles of persuasion evaluated show high susceptibility scores. | en_EN |
dc.language.iso | eng | |
dc.publisher | Association for Information Systems | |
dc.relation.uri | https://aisel.aisnet.org/amcis2021/lacais/lacais/7 | |
dc.rights | info:eu-repo/semantics/restrictedAccess | |
dc.subject | Seguridad informática | es_PE |
dc.subject | Ciberterrorismo | es_PE |
dc.subject | Videojuegos | es_PE |
dc.subject | Persuasión (Psicología) | es_PE |
dc.subject | Estudiantes universitarios | es_PE |
dc.subject | Computer security | es_PE |
dc.subject | Cyberterrorism | es_PE |
dc.subject | Video games | es_PE |
dc.subject | Persuasion (Psychology) | es_PE |
dc.subject | College students | es_PE |
dc.title | Phishing video game to validate the principles of persuasion in university students | en |
dc.type | info:eu-repo/semantics/conferenceObject | |
dc.type.other | Artículo de conferencia en Scopus | |
ulima.areas.lineasdeinvestigacion | Comunicación y cultura / Psicología | es_PE |
dc.identifier.journal | Americas' Conference on Information Systems (AMCIS) | en_EN |
dc.description.status | Peer reviewed | |
dc.contributor.student | Abrahamzon Garcia, Carmen Valeria (Ingeniería de Sistemas) | |
ulima.cat | 009 | |
ulima.autor.afiliacion | Universidad de Lima (Scopus) | es_PE |
ulima.autor.carrera | Ingeniería de Sistemas | es_PE |
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