Phishing is a set of devastating techniques which lure target users to provide critical resources. They are successful because they rely on human weaknesses. Gamification which is a recent and non-traditional learning method with purpose to motivate and engage user to carry out activities, is more and more applied to prevent such cyber threats. This paper provides the first survey of gamified solutions dedicated to educate against phishing from 2007 to 2019. The investigation is conducted on eight proposals in terms of core concepts, game mechanics and learning process. We provide three taxonomies of dimensions to systematically characterize researches on gamified solutions, discuss lacks of surveyed works and opens further orientations to enhance this research area. Some key results are: solutions do not consider elementary level of knowledge and do no offer basic notions; solutions are not adapted to general audience and therefore not reliably applicable in different contexts; platforms partially educate about phishing; learners are evaluated predictably and within a short period. This study constitutes a cornerstone to understand and enhance research on phishing education.
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Subject: Computer Science and Mathematics - Software
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