The use of videogames has become an established tool to educate users about various topics. Videogames can promote challenges, co-operation, engagement, motivation, and the development of problem-solving strategies, which are all aspects with an important educational potential. In this paper, we present the design and realization of CyberVR, a Virtual Reality (VR) videogame that acts as an interactive learning experience to improve the user awareness of cybersecurity-related issues. We report the results of a user study showing that CyberVR is equally effective but more engaging as learning method toward cybersecurity education than traditional textbook learning.
Dettaglio pubblicazione
2020, ACM International Conference Proceeding Series, Pages -
CyberVR: An Interactive Learning Experience in Virtual Reality for Cybersecurity Related Issues (04b Atto di convegno in volume)
Veneruso S. V., Ferro L. S., Marrella A., Mecella M., Catarci T.
ISBN: 978-145037535-1
Gruppo di ricerca: Human-Computer Interaction
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