Toward increasing awareness of suspicious content through game play

M. Hale, R. Gamble

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Scopus citations

Abstract

Phishing, elicitation, and impersonation techniques are performed using multiple forms, targeting content specific to the delivery modality, such as email, social media, and general browser communications. Education to increase awareness is one mechanism to combat phishing. Average email and internet users are less attentive to media warnings and training materials provided by employers than they are in interactive environments. In this paper, we overview a game concept that immerses users in a role play challenge where they must send email, use social media, and browse the web and determine whether content received within these modalities is trustworthy or not. The game, built as a Javascript framework, simulates phishing scams, measures trust and suspicion levels, and individualizes training for users. The game architecture employs components that facilitate dynamic content generation in each of the modalities, customize experiment design for specific assessment and training, and perform sophisticated tracking for automated analysis of user trust content assessments. We discuss the game content, the specific requirements the game must comply with, and the experiments to be conducted using the game.

Original languageEnglish (US)
Title of host publicationProceedings - 2014 IEEE 10th World Congress on Services, SERVICES 2014
EditorsLiang-Jie Zhang, Rami Bahsoon
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages113-120
Number of pages8
ISBN (Electronic)9781479950690
DOIs
StatePublished - Sep 18 2014
Externally publishedYes
Event2014 IEEE 10th World Congress on Services, SERVICES 2014 - Anchorage, United States
Duration: Jun 27 2014Jul 2 2014

Publication series

NameProceedings - 2014 IEEE 10th World Congress on Services, SERVICES 2014

Conference

Conference2014 IEEE 10th World Congress on Services, SERVICES 2014
Country/TerritoryUnited States
CityAnchorage
Period6/27/147/2/14

Keywords

  • Assessment
  • Awareness
  • Game
  • Phishing

ASJC Scopus subject areas

  • Computer Science(all)
  • Business, Management and Accounting(all)

Fingerprint

Dive into the research topics of 'Toward increasing awareness of suspicious content through game play'. Together they form a unique fingerprint.

Cite this