Malware Awareness Tool for Internet Safety using Gamification Techniques

Malwares are detrimental to those who are ignorant of their existence. However, the adverse effects of malwares can be easily avoided by being aware of Internet safety. In this paper, a malware awareness tool targeted for university students was developed. The Game Development Lifecycle (GDLC) model...

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Bibliographic Details
Main Authors: Al-Saggoff S.Z.S.I (Author), Arbain, A.F (Author), Foozy, C.F.M (Author), Hafit, H. (Author), Hamid, I.R.A (Author), Jamlos J. (Author), Mustafa W.A.W (Author), Omar, N.S (Author), Shamala, P. (Author)
Format: Article
Language:English
Published: IOP Publishing Ltd 2021
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LEADER 02442nas a2200385Ia 4500
001 10.1088-1742-6596-1874-1-012023
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020 |a 17426588 (ISSN) 
245 1 0 |a Malware Awareness Tool for Internet Safety using Gamification Techniques 
260 0 |b IOP Publishing Ltd  |c 2021 
650 0 4 |a Adverse effect 
650 0 4 |a Awareness tool 
650 0 4 |a Beta testing 
650 0 4 |a Functionality tests 
650 0 4 |a Game development 
650 0 4 |a Gamification 
650 0 4 |a Life cycle 
650 0 4 |a Malware 
650 0 4 |a Pre-production 
650 0 4 |a Safety engineering 
650 0 4 |a Students 
650 0 4 |a Tool development 
650 0 4 |a University students 
856 |z View Fulltext in Publisher  |u https://doi.org/10.1088/1742-6596/1874/1/012023 
856 |z View in Scopus  |u https://www.scopus.com/inward/record.uri?eid=2-s2.0-85109103951&doi=10.1088%2f1742-6596%2f1874%2f1%2f012023&partnerID=40&md5=23803f578a0f0962740f20e66b83a11c 
520 3 |a Malwares are detrimental to those who are ignorant of their existence. However, the adverse effects of malwares can be easily avoided by being aware of Internet safety. In this paper, a malware awareness tool targeted for university students was developed. The Game Development Lifecycle (GDLC) model was applied in developing this tool. The tool development phase began with initiation, then pre-production, production, testing, beta testing, and ended with the release phase. Once the malware awareness tool was developed, functionality tests and awareness level tests were conducted on university students to ensure the tool is fully operative. Through the tests, it was shown that this tool was received with positive responses from its target users. As for the awareness level test, a majority of 15 students were aware of the purpose of the gamification in the malware awareness tool. In a nutshell, the malware awareness tool that was developed raised university student's consciousness on malwares and increased their awareness level pertaining to Internet threats. © Published under licence by IOP Publishing Ltd. 
700 1 0 |a Al-Saggoff S.Z.S.I.  |e author 
700 1 0 |a Arbain, A.F.  |e author 
700 1 0 |a Foozy, C.F.M.  |e author 
700 1 0 |a Hafit, H.  |e author 
700 1 0 |a Hamid, I.R.A.  |e author 
700 1 0 |a Jamlos J.  |e author 
700 1 0 |a Mustafa W.A.W.  |e author 
700 1 0 |a Omar, N.S.  |e author 
700 1 0 |a Shamala, P.  |e author