CyberKids: Video game for raising cyber security awareness in children

Juan Perez, Romina Torres, Sven Von Brand

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

7 Scopus citations

Abstract

In most countries, a large percentage of children between the ages of eight and thirteen have access to a mobile device at home, where monitoring and supervision by a trusted adult is not enough, so statistics on children victimized by bullying and damage to the integrity of their personal data have been increasing considerably.In this work, we design and develop a serious game, a playful application that integrates and delivers educational content on cybersecurity to users aged 8 to 12 years, allowing them to have basic ideas about the responsibilities that the use of current technologies entails the contents raise awareness about the use of strong passwords and vulnerabilities identification through gamification techniques to ensure both learning and entertainment.

Original languageEnglish
Title of host publication2020 39th International Conference of the Chilean Computer Science Society, SCCC 2020
PublisherIEEE Computer Society
ISBN (Electronic)9781728183282
DOIs
StatePublished - 16 Nov 2020
Externally publishedYes
Event39th International Conference of the Chilean Computer Science Society, SCCC 2020 - Coquimbo, Chile
Duration: 16 Nov 202020 Nov 2020

Publication series

NameProceedings - International Conference of the Chilean Computer Science Society, SCCC
Volume2020-November
ISSN (Print)1522-4902

Conference

Conference39th International Conference of the Chilean Computer Science Society, SCCC 2020
Country/TerritoryChile
CityCoquimbo
Period16/11/2020/11/20

Keywords

  • Gamification
  • cybersecurity
  • educational
  • learning
  • vulnerabilities

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