Phishing video game to validate the principles of persuasion in university students.
Valeria Abrahamzon GarciaRaúl Díaz ParraPublished in: AMCIS (2021)
Keyphrases
- video games
- university students
- learning experience
- mobile learning
- learning outcomes
- game play
- questionnaire survey
- game design
- educational games
- game playing
- computer games
- learning tools
- game based learning
- gender differences
- perceived usefulness
- game development
- identity theft
- e learning
- spam filtering
- learning resources
- learning environment
- serious games
- middle school
- mobile phone
- game engine
- databases