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Immersive Virtual Reality and Cybersecurity : Combatting Social Engineering in a Healthcare Context

Bakker, Sem (2024) Immersive Virtual Reality and Cybersecurity : Combatting Social Engineering in a Healthcare Context.

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Abstract:This report details the process of the design and creation of a high fidelity prototype of an immersive virtual reality serious game which educates the player about two social engineering cybersecurity threats in a healthcare context. The design was based on background research, expert interviews, low fidelity prototype testing, and was validated in a hi-fi user study with students of health related studies. From this user study it was found that the designed intervention was successful in teaching the participants about three of the five main signs of phishing emails in the game, while the other two main phishing signs in the game could not be investigated, as those were already known by the participants before having played the game. In addition, it was found that participants scored better on the Human Aspects of Information Security Questionnaire (HAIS-Q) after having played the game. These findings give a potential indication that the designed prototype is successful at teaching the player about the two social engineering threats in the game. Finally, useful feedback was obtained from participants to make the scenarios in the game more relevant and believable regarding a healthcare context. In this way this project has contributed to the development of immersive VR cybersecurity games for a healthcare setting.
Item Type:Essay (Bachelor)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science, 81 education, teaching
Programme:Creative Technology BSc (50447)
Link to this item:https://purl.utwente.nl/essays/100811
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