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PERMARUN- A Persuasive Game to Improve User Awareness and Self-Efficacy Towards Secure Smartphone Behaviour

Published: 08 May 2021 Publication History

Abstract

Android smartphones have undergone various changes and, uniformity in design (both hardware and software) has become common in most phones. Yet, security and privacy issues persist and grow along with the evolution of smartphones. Recent research shows that user awareness is still low, and they do not follow secure behaviour while using smartphones. Although a handful of works exist for improving user awareness and self-efficacy, none of them educate the users about Android Permissions in a contextual manner. In this paper, we discuss our persuasive game - "PermaRun", which teaches and motivates users to follow secure smartphone behaviour, increases user awareness and self-efficacy about android permissions. We conducted a Heuristic Evaluation for Playability (HEP) and Persuasiveness Evaluation (PE). The result shows that players had a positive experience playing the game, and they found the game playable and persuasive.

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  • (2024)Space Oddity: A Demonstration of the Self-Efficacy Game Elements FrameworkCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678793(249-255)Online publication date: 14-Oct-2024
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  • (2024)Smartphone Games Heuristics (SmGH) – Towards a Standard Set of Platform-Centric Heuristic for Smartphone Games EvaluationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2356911(1-22)Online publication date: 11-Jun-2024
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cover image ACM Conferences
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
May 2021
2965 pages
ISBN:9781450380959
DOI:10.1145/3411763
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 08 May 2021

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  1. Heuristic Evaluation for Playability
  2. Persuasive Game
  3. Secure Smartphone Behaviour
  4. Self-Efficacy
  5. User Awareness

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Cited By

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  • (2024)Space Oddity: A Demonstration of the Self-Efficacy Game Elements FrameworkCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678793(249-255)Online publication date: 14-Oct-2024
  • (2024)Drivers and persuasive strategies to influence user intention to learn about manipulative designProceedings of the 2024 ACM Conference on Fairness, Accountability, and Transparency10.1145/3630106.3659046(2421-2431)Online publication date: 3-Jun-2024
  • (2024)Smartphone Games Heuristics (SmGH) – Towards a Standard Set of Platform-Centric Heuristic for Smartphone Games EvaluationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2356911(1-22)Online publication date: 11-Jun-2024
  • (2024)Persuasive strategies and emotional states: towards designing personalized and emotion-adaptive persuasive systemsUser Modeling and User-Adapted Interaction10.1007/s11257-023-09390-x34:4(1175-1225)Online publication date: 1-Sep-2024
  • (2023)Tailoring a Persuasive Game to Promote Secure Smartphone BehaviourProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581038(1-18)Online publication date: 19-Apr-2023
  • (2023)Persuasive Strategies and Emotional States: Towards Emotion-Adaptive Persuasive Technologies DesignPersuasive Technology10.1007/978-3-031-30933-5_14(215-233)Online publication date: 19-Apr-2023
  • (2022)Persuasive strategy implementation choices and their effectiveness: towards personalised persuasive systemsBehaviour & Information Technology10.1080/0144929X.2022.211261242:13(2176-2209)Online publication date: 24-Aug-2022
  • (2022)First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?HCI in Games10.1007/978-3-031-05637-6_23(375-386)Online publication date: 26-Jun-2022
  • (2022)Smartphone Security and Privacy – A Gamified Persuasive Approach with Protection Motivation TheoryPersuasive Technology10.1007/978-3-030-98438-0_7(89-100)Online publication date: 29-Mar-2022

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