OnBoard Knowledge Journal 2025, 1, 8
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2. Contributions
This research presents the following contributions:
i.
This work presents the design and development of an educational gamification-based software
application aimed at raising awareness among teenagers about cyber addiction and common digital
threats, including phishing and spoofing, by integrating cybersecurity concepts with emotional
self-regulation mechanisms.
ii.
It proposes an interactive video game model in which user decisions dynamically affect an emotional
feedback indicator (self-esteem bar), enabling players to reflect on the consequences of their digital
behavior in a safe and engaging learning environment.
iii.
iv.
It applies an agile software development methodology to combine pedagogical objectives with tech-
nical implementation, covering requirements analysis, game design, implementation, and usability
evaluation.
It provides empirical evidence of the effectiveness of gamified learning for cybersecurity education
through usability testing with adolescents, demonstrating high task success rates, user satisfaction,
and improved understanding of digital risks.
3. Related Works
This project explores topics such as cybercrimes and cybersecurity, particularly in the context of an
educational video game aimed at raising awareness of online risks, including phishing, identity theft, cyber
addiction, and the responsible use of Information, Communication, and Relationship Technologies (ICRT). A
relevant study validated a cybercrime awareness scale among university students, highlighting factors like
phishing, spamming, antivirus effectiveness, and online bullying [8]. A 20-item questionnaire was applied to
372 students, revealing difficulties in identifying fraudulent sites and a lack of familiarity with data protection
practices. Engineering students demonstrated greater awareness compared to other faculties, likely due to
their technical training and familiarity with cybersecurity topics. The scale’s high reliability (Cronbach’s
alpha of 0.892) makes it useful for measuring and improving preparedness against cyber threats.
Regarding identity theft, another study addressed this issue on social media, where cybercriminals use
phishing techniques to steal credentials through fraudulent emails [
two-step authentication was emphasized, as studies by Google and Microsoft showed that it can block up
to 99% of phishing attacks [ ]. Recent studies have also shown that gamified approaches can significantly
improve cybersecurity awareness, as they combine active learning and decision-making in realistic virtual
scenarios [ ]. Additionally, victims of identity theft were encouraged to capture evidence for reporting the
4;5]. The importance of implementing
crime, underscoring the importance of cybersecurity education and the adoption of authentication tools.
The relationship between identity theft and phishing was investigated in another study, which described
how both methods are used together to commit financial fraud or damage victims’ reputations [7]. To delve
deeper into the issue, laws and jurisprudence on unauthorized system access and disclosure of secrets were
reviewed. The study concluded that the lack of security measures, such as two-step authentication, facilitates
these crimes and highlighted the need for reforms in the Penal Code to address identity theft in digital
environments.
On the other hand, a project related to cyber addiction and other digital risks used the Service-Learning
(SL) methodology with secondary school students to raise awareness about cyberbullying, grooming, and
sexting aligning with previous studies that have highlighted how excessive internet use can affect students’
academic performance and emotional balance [1]. Fourth-year students trained their first-year peers us-
ing collaborative materials, increasing awareness of cyber addiction and promoting the responsible use of
ICRT. The evaluation phase showed significant improvements in students’ perceptions of digital risks and
the importance of healthy leisure options. Similarly, gamified learning environments that integrate emo-
tional feedback and decision-based interactions have proven to enhance both digital literacy and emotional
awareness among students [9]. These findings are consistent with the conclusions of [2], who identified
maladaptive patterns of ICT use among adolescents, emphasizing the importance of digital supervision and
stress management strategies in educational contexts.