Authors:
Weile Tu
;
Bryan Zl Lim
;
Victor Wd Ong
;
Juay Hee Tan
;
Ashe Xy Lee
;
Peisen Xu
and
Anand Bhojan
Affiliation:
Department of Computer Science, National University of Singapore, Singapore, Singapore
Keyword(s):
Gamification, Interactive Learning, Experiential Design, Digital Literacy, Scam Prevention, Fraud Awareness.
Abstract:
This paper introduces Rich Within Reach, a narrative-driven, decision-based, educational game designed to improve scam identification skills using realistic and interactive scenarios. The game leverages engaging narratives and gameplay mechanics to help players identify phishing, scareware, and invoice scams in email and SMS contexts. Analyzing player performance metrics, the study uncovers improved abilities in scam detection, particularly for phishing emails, while highlighting persistent challenges in SMS-based scam identification, especially for invoice scams. These findings underscore the potential of targeted, gamified interventions to strengthen digital literacy and fraud awareness. By integrating experiential learning principles, Rich Within Reach not only equips users with practical scam prevention skills, but also makes a case for the use of interactive learning to address modern cybersecurity challenges. The paper concludes with insights into the game’s design and implicat
ions for broader educational applications.
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