The impact of gamification factor in the acceptance of cybersecurity awareness augmented reality game (CybAR)

Hamed Alqahtani*, Manolya Kavakli-Thorne, Majed Alrowaily

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review

1 Citation (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationHCI for Cybersecurity, Privacy and Trust
Subtitle of host publicationSecond International Conference, HCI-CPT 2020 Held as Part of the 22nd HCI International Conference, HCII 2020 Copenhagen, Denmark, July 19–24, 2020, Proceedings
EditorsAbbas Moallem
Place of PublicationCham, Switzerland
PublisherSpringer, Springer Nature
Pages16-31
Number of pages16
ISBN (Electronic)9783030503093
ISBN (Print)9783030503086
DOIs
Publication statusPublished - 2020
Event2nd International Conference on HCI for Cybersecurity, Privacy and Trust, HCI-CPT 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020 - Copenhagen, Denmark
Duration: 19 Jul 202024 Jul 2020

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume12210 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference2nd International Conference on HCI for Cybersecurity, Privacy and Trust, HCI-CPT 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020
CountryDenmark
CityCopenhagen
Period19/07/2024/07/20

Keywords

  • Cybersecurity
  • Gamification
  • Behavioural analysis

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