Designers should create interactive narratives with hidden object elements to enhance players' self-efficacy in cybersecurity by placing characters in authentic breach contexts.
About this paper
The author designed and evaluated 'Hacked Time,' a desktop game aimed at improving player self-efficacy and security attitude by using Bandura's self-efficacy design framework.
A randomized control trial with 178 participants showed that the game effectively enhanced players' confidence and attitudes toward using cybersecurity tools.
Here are some methods used in this study:
Which part of the paper did the design guideline come from?
“The result from ANCOVA (Figure 7) indicated that participants in different conditions showed significant change in their self-efficacy as well as their response efficacy. A post-hoc analysis showed that participants in the game condition scored significantly higher in both self-efficacy and response efficacy in comparison to the information only and control groups. For self-efficacy, the information only group showed significantly higher self-efficacy compared to the control group. There is no (...)” (‘Self-efficacy and response efficacy’ section)
Chen, T., Stewart, M., Bai, Z., Chen, E., Dabbish, L., & Hammer, J. (2020). Hacked Time. Proceedings of the 2020 ACM Designing Interactive Systems Conference.