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.
Idioma original | Inglés estadounidense |
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Título de la publicación alojada | Phishing video game to validate the principles of persuasion in university students |
Editorial | Association for Information Systems |
ISBN (versión digital) | 978-173363258-4 |
Estado | Publicada - 9 ago. 2021 |
Evento | 27th Annual Americas Conference on Information Systems, AMCIS 2021 - Canada - Online Duración: 9 ago. 2021 → 14 ago. 2021 https://aisel.aisnet.org/amcis2021/ |
Serie de la publicación
Nombre | 27th Americas Conference on Information System, AMCIS 2021 |
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Conferencia
Conferencia | 27th Annual Americas Conference on Information Systems, AMCIS 2021 |
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Período | 9/08/21 → 14/08/21 |
Dirección de internet |
COAR
- Artículo de conferencia
Categoría OCDE
- Otras ingenierías y tecnologías