Home » Publication » 26900

Dettaglio pubblicazione

2020, ITASEC 2020 Italian Conference on Cyber Security, Pages 235-242 (volume: 2597)

A game-based learning experience for improving cybersecurity awareness (04b Atto di convegno in volume)

Veneruso S., Ferro L. S., Marrella A., Mecella M., Catarci T.

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.
© Università degli Studi di Roma "La Sapienza" - Piazzale Aldo Moro 5, 00185 Roma