

Most of the time, the systems are remarkably robust. We only notice them when there is a problem - when we cannot get our email or access our money. They work out of sight, down in the data-center, twenty-four hours a day, seven days a week. Most of the time, the people are invisible. What keeps these systems running? The answer is people: computer system administrators. When talking on the phone, using the Web, or getting money from an ATM, we rely on computers, networks, and databases - systems of information technologies. Information technology is the foundation of modern life. The overall game design enhances the user’s avoidance behaviour through motivation to protect themselves against phishing threats. Analysis from the questionnaire revealed that PU was a strong predictor of actual usage with ninety-five percent (95%) of users as compared to PEOU which was sixty-eight percent (68%) and AUOS which had a result of seventy-four percent (74%). All the relationships between Perceived Ease Of Use (PEOU), Perceived Usefulness (PU), Attitude Towards Using (ATU), and Actual Usage of the System (AUOS) were tested and found to be significant and positive. The results revealed perceived usefulness as the most significant determinant of adoption of Securix than all the other variables. To ascertain the liability and acceptability of this design, 50 questionnaires were administered. A Technology Acceptance Model was used for evaluation of the game. 3D characters and tools were designed to be imported into the game engine using C# programming language for scripting. Securix is divided into three levels, depicted in scenarios, namely: URL, E-mail and Website which addresses different types of phishing attack. This paper introduces a 3D-game prototype named Securix which simplifies and exaggerates real life scenario and conveys different game design principles.

Majority of Internet users lack anti-phishing skills in identifying a phishing attack. Early evaluations suggest that the game is accessible, and that people from multiple backgrounds can use it to learn about how firewall rules are constructed and how a firewall operates. We discuss an iterative design process where we consulted with firewall administrators,evaluated an existing networking board game, and created our own online game. In this work,we present the design of Permission Impossible, an online game designed to teach people both with and without a computer science background about firewalls. This project aims to bridge this gap by providing an engaging and friendly game-like environment for both young computer scientists and the general public to learn about firewalls in a fun and educational way.

That perceived inaccessibility is a serious problem at a time when countries like the United Kingdom are facing a shortage of skilled computer security professionals and consequently need more students to consider careers in the area. Topics in Computer Security, such as firewalls, can seem inaccessible or very difficult to beginners.
