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dc.contributor.authorAbrahamzon Garcia, Valeria
dc.contributor.authorDiaz Parra, Raul
dc.creatorSystems Engineering School
dc.date.accessioned2022-07-12T06:00:44Z
dc.date.available2022-07-12T06:00:44Z
dc.date.issued2021-08-09
dc.identifier.citationAbrahamzon 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.es_PE
dc.identifier.isbn978-173363258-4
dc.identifier.urihttps://hdl.handle.net/20.500.12724/16130
dc.descriptionPublisher Copyright: © AMCIS 2021.
dc.description.abstractPhishing 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.es_PE
dc.description.abstractPhishing 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.en_EN
dc.language.isoeng
dc.publisherAssociation for Information Systemsen_EN
dc.relation.ispartofPhishing video game to validate the principles of persuasion in university studentsen_EN
dc.relation.ispartofseries27th Americas Conference on Information System, AMCIS 2021en_EN
dc.relation.urihttps://aisel.aisnet.org/amcis2021/lacais/lacais/7/
dc.rightsinfo:eu-repo/semantics/restrictedAccess*
dc.subjectCybersecurityen_EN
dc.subjectPhishingen_EN
dc.subjectSecurity awarenessen_EN
dc.subjectSerious gamesen_EN
dc.subjectPsychological principlesen_EN
dc.subjectInformation Systemsen_EN
dc.titlePhishing video game to validate the principles of persuasion in university studentsen_EN
dc.description.statusPeer reviewed
dc.identifier.urlhttps://www.scopus.com/pages/publications/85118609767
dc.identifier.urlhttps://aisel.aisnet.org/amcis2021/lacais/lacais/7/


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