Human behavior is considered to be the weakest link in the field of cybersecurity. Despite the development of a wide range of Augmented Reality (AR) applications in various domains, no AR application is available to educate users and increase their awareness of cybersecurity issues. Thus, we developed a game based on AR techniques as an Android app called CybAR. Since there have been few acceptance studies in the field of AR, it was particularly important to identify the factors that affect user acceptance of AR technology. This paper aims to identify whether gamification features influence users’ acceptance of the CybAR app and increase their cybersecurity awareness. The predictors of CybAR app usage were derived from the extended unified theory of acceptance and usage of technology (UTAUT2) with the addition of the gamification factor. In this paper, we present the preliminary results of a study addressing the impact of gamification features on acceptance of the CybAR game. The theoretical model was tested in a quantitative study using structural equation modelling, conducted in Australia, with 95 Macquarie University students. The findings indicate that there is a significant relationship between gamification factors and behavioural intention to use the CybAR app and actual use of the CybAR app.