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@PHDTHESIS{Rpke:957824,
      author       = {Röpke, René},
      othercontributors = {Schroeder, Ulrik and Lucke, Ulrike},
      title        = {{E}xtending game-based anti-phishing education using
                      personalization : design and implementation of a framework
                      for personalized learning game content in anti-phishing
                      learning games},
      school       = {RWTH Aachen University},
      type         = {Dissertation},
      address      = {Aachen},
      publisher    = {RWTH Aachen University},
      reportid     = {RWTH-2023-04991},
      pages        = {1 Online-Ressource : Illustrationen, Diagramme},
      year         = {2023},
      note         = {Veröffentlicht auf dem Publikationsserver der RWTH Aachen
                      University; Dissertation, RWTH Aachen University, 2023},
      abstract     = {Phishing poses an imminent and wide-ranging threat to
                      Internet users worldwide, in which attackers use methods of
                      deception to lure victims into disclosing information.
                      Recent reports state high numbers of phishing incidents and,
                      so far, technical solutions fail to stop the threat
                      completely. As a complementary approach, user education
                      using anti-phishing learning games has been explored to
                      raise awareness and teach the necessary knowledge and skills
                      to detect and protect against phishing attacks. A common
                      game mechanic used in existing games requires learners to
                      classify URLs as either legitimate or phishing in a binary
                      decision scheme. Here, a problem can occur if learners do
                      not know the service of a given URL and are unable to
                      classify the URL due to a lack of reference. As such,
                      learners may revert to guessing which may weaken the
                      game’s potential for practice, since learners cannot
                      relate between correct classifications and the applied
                      knowledge. Furthermore, the possibilities for feedback are
                      limited since the binary decision mechanic does not provide
                      any insights into learners’ decision processes and
                      possible misconceptions. In this dissertation, the
                      limitations for feedback as well as the problem with
                      classifying unknown URLs in anti-phishing learning games are
                      addressed as follows: First, a review of existing learning
                      games provides insights into their design and covered
                      learning content. Its results are used in guiding the design
                      and implementation of two new game prototypes. Here, the
                      first game extends the before-mentioned binary decision
                      mechanic and requires learners to sort URLs into one of many
                      categories, depending on which manipulation technique was
                      applied to a distinct part of the URL. The second game
                      requires learners to apply different manipulation techniques
                      and create their own malicious URLs using a puzzle mechanic.
                      Next, the means of personalization for anti-phishing
                      learning games are explored and a personalization pipeline
                      is developed. By considering the learners’ familiarity
                      with different services and dynamically creating benign and
                      phishing URLs, the content of anti-phishing learning games
                      can be personalized. To evaluate the new game prototypes as
                      well as the application of the personalization pipeline, two
                      comparative user studies are conducted in a between-group
                      design with pre-, post- and longitudinal testing. In the
                      first user study with 133 participants, both games are
                      evaluated and compared to a baseline implementation. While
                      participants of the new games did not perform significantly
                      better than the control group, results show significant
                      improvements in the participants’ performance and
                      confidence between pre- and post-tests for all games, as
                      well as notable differences when classifying URLs of unknown
                      and known services. In the second user study with 49
                      participants, the personalization pipeline is integrated
                      into one of the games, in order to compare its personalized
                      and nonpersonalized version. Here, personalization enables
                      the control of service familiarity and allows insights into
                      how URLs of unknown services are handled within the game.
                      While participants of the personalized game did not
                      outperform the participants of its non-personalized version,
                      the evaluation of in-game behavior provides insights into
                      learners’ decision processes and possible problems or
                      misconceptions. Furthermore, results of a longitudinal
                      evaluation of all games and versions show that knowledge is
                      retained since the participants perform still significantly
                      better than in the pre-test. In all, this dissertation
                      presents first approaches and research results in the domain
                      of personalized anti-phishing learning games. Future work
                      may entail redesigning anti-phishing learning games to
                      incorporate further means of personalization and to
                      understand how learner characteristics can be utilized in
                      anti-phishing learning games.},
      cin          = {122420 / 120000},
      ddc          = {004},
      cid          = {$I:(DE-82)122420_20140620$ / $I:(DE-82)120000_20140620$},
      typ          = {PUB:(DE-HGF)11},
      doi          = {10.18154/RWTH-2023-04991},
      url          = {https://publications.rwth-aachen.de/record/957824},
}