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Publikations-Information

Doruntina Murtezaj, Xuanyu Zhou, Viktorija Paneva, Florian Alt
Catch the Phish: A Gamified Public Display to Encourage Anti-Phishing Behaviors
In PerDis '26: Proceedings of the 2026 ACM International Symposium on Pervasive Displays. March 16, 2026. Association for Computing Machinery, New York, NY, USA. (bib)
  Phishing remains one of the most persistent cybersecurity threats, largely because awareness alone rarely translates into secure behavior. This paper explores how users can be supported in moving from cognitive understanding to actionable, sustained phishing awareness. We present and evaluate Catch the Phish—a gamified public display system that embeds interactive phishing scenarios into everyday environments to provide an engaging, low-barrier learning experience. In a five-day field study (N = 35), we examined three factors: (1) Task complexity—how varying difficulty levels affect detection accuracy and perceived time sufficiency; (2) Feedback mechanisms—how error prompts, emotional cues, and corrective indicators shape learning and engagement; and (3) Contextual factors—how social and environmental conditions influence interaction with cybersecurity content in public spaces. Quantitative data and qualitative interviews reveal high usability, positive engagement, and heightened phishing awareness. The findings offer design implications for integrating gamification and public displays into cybersecurity education to foster behavior change in open, ambient learning contexts.
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