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Phishing video game to validate the principles of persuasion in university students

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Fecha
2021-08-09
Autor(es)
Abrahamzon Garcia, Valeria
Diaz Parra, Raul
Metadatos
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Resumen
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.
 
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. © AMCIS 2021.
 
URI
https://hdl.handle.net/20.500.12724/16130
Cómo citar
Abrahamzon Garcia, V & Diaz Parra, R 2021, Phishing video game to validate the principles of persuasion in university students. in Phishing video game to validate the principles of persuasion in university students., 1708, 27th Americas Conference on Information System, AMCIS 2021, Association for Information Systems, 27th Annual Americas Conference on Information Systems, AMCIS 2021, 9/08/21.
Editor
Association for Information Systems
Temas
Cybersecurity
Phishing
Security awareness
Serious games
Psychological principles
Information Systems
Recurso(s) relacionado(s)
https://aisel.aisnet.org/amcis2021/lacais/lacais/7/
Nota
Publisher Copyright: © AMCIS 2021.
Coleccion(es)
  • Ingeniería de Sistemas [73]


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