The use of videogames is an established tool to train a systematic way of thinking that allows users to learn by gaming. In this paper, to address the increasing need of awareness in cybersecurity related issues, we present the realization of a Virtual Reality (VR) videogame targeted towards educating users in the context of cybersecurity.

A game-based learning experience for improving cybersecurity awareness / Veneruso, S.; Ferro, L. S.; Marrella, A.; Mecella, M.; Catarci, T.. - 2597:(2020), pp. 235-242. (Intervento presentato al convegno 4th Italian Conference on Cyber Security, ITASEC 2020 tenutosi a Ancona; Italy).

A game-based learning experience for improving cybersecurity awareness

Veneruso S.
;
Ferro L. S.
;
Marrella A.
;
Mecella M.
;
Catarci T.
2020

Abstract

The use of videogames is an established tool to train a systematic way of thinking that allows users to learn by gaming. In this paper, to address the increasing need of awareness in cybersecurity related issues, we present the realization of a Virtual Reality (VR) videogame targeted towards educating users in the context of cybersecurity.
2020
4th Italian Conference on Cyber Security, ITASEC 2020
Cyber security; game-based learning; video game
04 Pubblicazione in atti di convegno::04b Atto di convegno in volume
A game-based learning experience for improving cybersecurity awareness / Veneruso, S.; Ferro, L. S.; Marrella, A.; Mecella, M.; Catarci, T.. - 2597:(2020), pp. 235-242. (Intervento presentato al convegno 4th Italian Conference on Cyber Security, ITASEC 2020 tenutosi a Ancona; Italy).
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1419370
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