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E-Commerce Fraud and Scams Prevention for Adult Consumers: A Game-Based Learning Experimental Approach

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E-Commerce Fraud and Scams Prevention for Adult Consumers: A Game-Based Learning Experimental Approach. / Chang, Carina; Benachour, Phillip.
HCI for Cybersecurity, Privacy and Trust. HCII 2025. ed. / Abbas Moallem. Cham: Springer, 2025. p. 213-233 ( Lecture Notes in Computer Science; Vol. 15814).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Chang, C & Benachour, P 2025, E-Commerce Fraud and Scams Prevention for Adult Consumers: A Game-Based Learning Experimental Approach. in A Moallem (ed.), HCI for Cybersecurity, Privacy and Trust. HCII 2025. Lecture Notes in Computer Science, vol. 15814, Springer, Cham, pp. 213-233. https://doi.org/10.1007/978-3-031-92833-8_13

APA

Chang, C., & Benachour, P. (2025). E-Commerce Fraud and Scams Prevention for Adult Consumers: A Game-Based Learning Experimental Approach. In A. Moallem (Ed.), HCI for Cybersecurity, Privacy and Trust. HCII 2025 (pp. 213-233). ( Lecture Notes in Computer Science; Vol. 15814). Springer. https://doi.org/10.1007/978-3-031-92833-8_13

Vancouver

Chang C, Benachour P. E-Commerce Fraud and Scams Prevention for Adult Consumers: A Game-Based Learning Experimental Approach. In Moallem A, editor, HCI for Cybersecurity, Privacy and Trust. HCII 2025. Cham: Springer. 2025. p. 213-233. ( Lecture Notes in Computer Science). doi: 10.1007/978-3-031-92833-8_13

Author

Chang, Carina ; Benachour, Phillip. / E-Commerce Fraud and Scams Prevention for Adult Consumers : A Game-Based Learning Experimental Approach. HCI for Cybersecurity, Privacy and Trust. HCII 2025. editor / Abbas Moallem. Cham : Springer, 2025. pp. 213-233 ( Lecture Notes in Computer Science).

Bibtex

@inproceedings{bebb58066e364af38c67314f46afa544,
title = "E-Commerce Fraud and Scams Prevention for Adult Consumers: A Game-Based Learning Experimental Approach",
abstract = "The paper investigates and evaluates the effectiveness of game-based-learning (GBL) on consumers{\textquoteright} awareness and knowledge on e-commerce fraud and scams, thereby encouraging behavioural change. A pilot inter-group experiment involving N = 46 participants was conducted to gauge users{\textquoteright} attitudes, behaviour and motivation towards protection from e-commerce fraud and online scams. Participants chose between a traditional quiz (control group = 16) and a quiz-style role-playing game (treatment group = 30). The effectiveness of GBL was evaluated using the risk behaviour diagnosis (RBD) methodology. Results of the experiment show that interest in games, e-commerce usage frequency, and fear of victimisation are the key motivators for the treatment group to improve their awareness of e-commerce fraud and scam prevention. Ninety percent (90%) of the treatment group felt that they learnt practical tips during gameplay. Further, the same participant group displayed high knowledge and awareness on e-commerce fraud and scams (mean score = 86.7%) and performed better than participants who did not play the game. The analysis of the results also show that the treatment group participants are likely to display good cyber hygiene (RBD discriminating value = 2.2) while the converse is true for the control group (RBD discriminating value = −0.4). These results indicate that GBL can be effective in promoting knowledge and awareness on cybercrime and cybersecurity topics.",
author = "Carina Chang and Phillip Benachour",
year = "2025",
month = jun,
day = "11",
doi = "10.1007/978-3-031-92833-8_13",
language = "English",
isbn = "9783031928321",
series = " Lecture Notes in Computer Science",
publisher = "Springer",
pages = "213--233",
editor = "Abbas Moallem",
booktitle = "HCI for Cybersecurity, Privacy and Trust. HCII 2025",

}

RIS

TY - GEN

T1 - E-Commerce Fraud and Scams Prevention for Adult Consumers

T2 - A Game-Based Learning Experimental Approach

AU - Chang, Carina

AU - Benachour, Phillip

PY - 2025/6/11

Y1 - 2025/6/11

N2 - The paper investigates and evaluates the effectiveness of game-based-learning (GBL) on consumers’ awareness and knowledge on e-commerce fraud and scams, thereby encouraging behavioural change. A pilot inter-group experiment involving N = 46 participants was conducted to gauge users’ attitudes, behaviour and motivation towards protection from e-commerce fraud and online scams. Participants chose between a traditional quiz (control group = 16) and a quiz-style role-playing game (treatment group = 30). The effectiveness of GBL was evaluated using the risk behaviour diagnosis (RBD) methodology. Results of the experiment show that interest in games, e-commerce usage frequency, and fear of victimisation are the key motivators for the treatment group to improve their awareness of e-commerce fraud and scam prevention. Ninety percent (90%) of the treatment group felt that they learnt practical tips during gameplay. Further, the same participant group displayed high knowledge and awareness on e-commerce fraud and scams (mean score = 86.7%) and performed better than participants who did not play the game. The analysis of the results also show that the treatment group participants are likely to display good cyber hygiene (RBD discriminating value = 2.2) while the converse is true for the control group (RBD discriminating value = −0.4). These results indicate that GBL can be effective in promoting knowledge and awareness on cybercrime and cybersecurity topics.

AB - The paper investigates and evaluates the effectiveness of game-based-learning (GBL) on consumers’ awareness and knowledge on e-commerce fraud and scams, thereby encouraging behavioural change. A pilot inter-group experiment involving N = 46 participants was conducted to gauge users’ attitudes, behaviour and motivation towards protection from e-commerce fraud and online scams. Participants chose between a traditional quiz (control group = 16) and a quiz-style role-playing game (treatment group = 30). The effectiveness of GBL was evaluated using the risk behaviour diagnosis (RBD) methodology. Results of the experiment show that interest in games, e-commerce usage frequency, and fear of victimisation are the key motivators for the treatment group to improve their awareness of e-commerce fraud and scam prevention. Ninety percent (90%) of the treatment group felt that they learnt practical tips during gameplay. Further, the same participant group displayed high knowledge and awareness on e-commerce fraud and scams (mean score = 86.7%) and performed better than participants who did not play the game. The analysis of the results also show that the treatment group participants are likely to display good cyber hygiene (RBD discriminating value = 2.2) while the converse is true for the control group (RBD discriminating value = −0.4). These results indicate that GBL can be effective in promoting knowledge and awareness on cybercrime and cybersecurity topics.

U2 - 10.1007/978-3-031-92833-8_13

DO - 10.1007/978-3-031-92833-8_13

M3 - Conference contribution/Paper

SN - 9783031928321

T3 - Lecture Notes in Computer Science

SP - 213

EP - 233

BT - HCI for Cybersecurity, Privacy and Trust. HCII 2025

A2 - Moallem, Abbas

PB - Springer

CY - Cham

ER -