As social networks and always-connected mobile devices grow in popularity, the control over personal information weakens. This is especially true for teenagers between 15 and 18 years old, one of the population groups that shares more information online, but also the most unaware of the risks associated with this activity. For this reason, many institutions have developed programs to educate the students in the correct use of the new communication mediums. However, the concepts about information security require a lot of expert knowledge and are very difficult to explain appropriately. In this paper, we present a serious game designed to enhance an information security presentation aimed at high school students. This is achieved through the use of augmented reality to give shape and form to the intangible cybersecurity concepts and allow the students to interact with them using the same rule set that was explained during the presentation.
Iznora Aini ZolkiflyDesmond Foong Mun WaiDanny Ngo Lung Yao
Yu-Li ChenChun-Chia HsuTien-Yu Lan
Santiago Schez-SobrinoDavid VallejoC. Glez-MorcilloMiguel Á. RedondoJ.J. Castro-Schez
Heinemann, BirteEhlenz, Matthias SiegfriedSchroeder, Ulrik
Birte HeinemannMatthias EhlenzUlrik Schroeder