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HCI for Cybersecurity, Privacy and Trust

Overview of attention for book
Cover of 'HCI for Cybersecurity, Privacy and Trust'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Grid Authentication: A Memorability and User Sentiment Study
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    Chapter 2 Consonant-Vowel-Consonants for Error-Free Code Entry
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    Chapter 3 Two-Factor Authentication Using Leap Motion and Numeric Keypad
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    Chapter 4 Identity Verification Using Face Recognition for Artificial-Intelligence Electronic Forms with Speech Interaction
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    Chapter 5 BREAKING: Password Entry Is Fine
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    Chapter 6 Explore-a-Nation: Combining Graphical and Alphanumeric Authentication
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    Chapter 7 From Cyber-Security Deception to Manipulation and Gratification Through Gamification
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    Chapter 8 Gamifying Security Awareness: A New Prototype
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    Chapter 9 Alerting Users About Phishing Attacks
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    Chapter 10 Social Preferences in Decision Making Under Cybersecurity Risks and Uncertainties
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    Chapter 11 Understanding Perceptions: User Responses to Browser Warning Messages
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    Chapter 12 Understanding Parents’ Concerns with Smart Device Usage in the Home
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    Chapter 13 Gamification Techniques for Raising Cyber Security Awareness
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    Chapter 14 An Identification Method of Untrusted Interactive Behavior in ERP System Based on Markov Chain
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    Chapter 15 A Framework of Information Security Integrated with Human Factors
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    Chapter 16 Making Sense of Darknet Markets: Automatic Inference of Semantic Classifications from Unconventional Multimedia Datasets
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    Chapter 17 Policy Creation for Enterprise-Level Data Sharing
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    Chapter 18 Classification of Web History Tools Through Web Analysis
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    Chapter 19 Investigating Visualisation Techniques for Rapid Triage of Digital Forensic Evidence
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    Chapter 20 Behind the Façade
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    Chapter 21 Interdependencies, Conflicts and Trade-Offs Between Security and Usability: Why and How Should We Engineer Them?
  23. Altmetric Badge
    Chapter 22 Informing Hybrid System Design in Cyber Security Incident Response
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    Chapter 23 Revolutionizing the Visual Design of Capture the Flag (CTF) Competitions
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    Chapter 24 Reciprocities or Incentives? Understanding Privacy Intrusion Perspectives and Sharing Behaviors
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    Chapter 25 Trust in Autonomous Technologies
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    Chapter 26 Privacy Preserving System for Real-Time Enriched-Integrated Service with Feedback to Providers
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    Chapter 27 The Automatic Detection of Sensitive Data in Smart Homes
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    Chapter 28 Privacy Preservation for Versatile Pay-TV Services
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    Chapter 29 Company Privacy Dashboards: Employee Needs and Requirements
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    Chapter 30 Privacy and Power Implications of Web Location of Personal Data Authenticators
  32. Altmetric Badge
    Chapter 31 Trust in Automated Software Repair
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    Chapter 32 Measuring Network User Trust via Mouse Behavior Characteristics Under Different Emotions
Attention for Chapter 13: Gamification Techniques for Raising Cyber Security Awareness
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About this Attention Score

  • Average Attention Score compared to outputs of the same age
  • Good Attention Score compared to outputs of the same age and source (68th percentile)

Mentioned by

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3 X users

Citations

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Readers on

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199 Mendeley
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Chapter title
Gamification Techniques for Raising Cyber Security Awareness
Chapter number 13
Book title
HCI for Cybersecurity, Privacy and Trust
Published in
arXiv, July 2019
DOI 10.1007/978-3-030-22351-9_13
Book ISBNs
978-3-03-022350-2, 978-3-03-022351-9
Authors

Sam Scholefield, Lynsay A. Shepherd, Scholefield, Sam, Shepherd, Lynsay A.

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 199 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 199 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 22 11%
Student > Ph. D. Student 21 11%
Student > Postgraduate 17 9%
Student > Bachelor 14 7%
Researcher 9 5%
Other 26 13%
Unknown 90 45%
Readers by discipline Count As %
Computer Science 68 34%
Social Sciences 6 3%
Business, Management and Accounting 6 3%
Engineering 5 3%
Unspecified 4 2%
Other 12 6%
Unknown 98 49%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 2. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 22 May 2019.
All research outputs
#14,056,410
of 22,961,203 outputs
Outputs from arXiv
#254,434
of 941,752 outputs
Outputs of similar age
#182,912
of 346,359 outputs
Outputs of similar age from arXiv
#8,210
of 27,961 outputs
Altmetric has tracked 22,961,203 research outputs across all sources so far. This one is in the 37th percentile – i.e., 37% of other outputs scored the same or lower than it.
So far Altmetric has tracked 941,752 research outputs from this source. They receive a mean Attention Score of 3.9. This one has gotten more attention than average, scoring higher than 70% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 346,359 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 45th percentile – i.e., 45% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 27,961 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 68% of its contemporaries.