{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,27]],"date-time":"2026-07-27T13:06:51Z","timestamp":1785157611608,"version":"3.55.0"},"reference-count":35,"publisher":"Sociedade Brasileira de Computa\u00e7\u00e3o","issue":"1","license":[{"start":{"date-parts":[[2026,5,26]],"date-time":"2026-05-26T00:00:00Z","timestamp":1779753600000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["JBCS"],"abstract":"<jats:p>Phishing attacks are on the rise worldwide, with email remaining a highly effective vector. As anti-phishing tools alone are insufficient to prevent cyberattacks, educational measures are essential. Educational games offer a promising yet underexplored approach to cybersecurity training. This study aimed to develop and evaluate the efficiency of the educational game Alerta for teaching the behavior of \"distinguishing legitimate emails from phishing attempts\". For the two experiments, the results were promising, suggesting preliminary evidence of learning in distinguishing between legitimate and phishing emails, improved self-confidence for most of the participants, and positive indicators of usability and satisfaction. Future studies should continue to refine and test the game with a larger and more diverse sample, as well as incorporate new learning objectives to empower individuals to handle modern phishing techniques.<\/jats:p>","DOI":"10.5753\/jbcs.2026.5559","type":"journal-article","created":{"date-parts":[[2026,7,27]],"date-time":"2026-07-27T12:46:33Z","timestamp":1785156393000},"page":"1366-1381","source":"Crossref","is-referenced-by-count":0,"title":["Efficiency of an educational game for teaching the behavior of distinguishing legitimate emails from phishing attempts"],"prefix":"10.5753","volume":"32","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-6701-7016","authenticated-orcid":false,"given":"Jasson Marques Fontoura","family":"J\u00fanior","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-9884-8592","authenticated-orcid":false,"given":"Marcelo Henrique Oliveira","family":"Henklain","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-9716-9384","authenticated-orcid":false,"given":"Felipe Leite","family":"Lobo","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-6401-3992","authenticated-orcid":false,"given":"Eduardo Luzeiro","family":"Feitosa","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"3742","published-online":{"date-parts":[[2026,5,26]]},"reference":[{"key":"1","doi-asserted-by":"crossref","unstructured":"Abreu, J., Miani, R., and Nomura, S. (2024). \"encrypta: A miss\u00e3o da liga dos rob\u00f4s\" - um jogo educacional para aprendizagem em ciberseguran\u00e7a. In <i>Anais do XXIII Simp\u00f3sio Brasileiro de Jogos e Entretenimento Digital<\/i>, pages 1327-1338, Porto Alegre, RS, Brasil. SBC. DOI: <a href=\"https:\/\/doi.org\/10.5753\/sbgames.2024.240133\">10.5753\/sbgames.2024.240133<\/a>.","DOI":"10.5753\/sbgames.2024.240133"},{"key":"2","doi-asserted-by":"crossref","unstructured":"Alanazi, M., Freeman, M., and Tootell, H. (2022). Exploring the factors that influence the cybersecurity behaviors of young adults. <i>Computers in Human Behavior<\/i>, 136:1-14. DOI: <a href=\"https:\/\/doi.org\/10.1016\/j.chb.2022.107376\">10.1016\/j.chb.2022.107376<\/a>.","DOI":"10.1016\/j.chb.2022.107376"},{"key":"3","unstructured":"APWG (2023). Phishing activity trends reports. Available at:[<a href=\"https:\/\/bit.ly\/4cEA85K\">link<\/a>]."},{"key":"4","unstructured":"APWG (2024). Phishing activity trends reports. Available at:[<a href=\"https:\/\/bit.ly\/4dC6GgW\">link<\/a>]."},{"key":"5","doi-asserted-by":"crossref","unstructured":"Arachchilage, N. A. G. and Cole, M. (2011). Design a mobile game for home computer users to prevent from \u201cphishing attacks\u201d. pages 485-489. DOI: <a href=\"https:\/\/doi.org\/10.1109\/i-Society18435.2011.5978543\">10.1109\/i-Society18435.2011.5978543<\/a>.","DOI":"10.1109\/i-Society18435.2011.5978543"},{"key":"6","doi-asserted-by":"crossref","unstructured":"Azlan, Z. H. Z. and Junaini, S. N. (2023). Erudite survivor: Usability testing of a gamification-based mobile app for disaster awareness among children. <i>Journal of Advanced Research in Applied Sciences and Engineering Technology<\/i>, 31(3):290298. Acesso em: 27 dez. 2024. DOI: <a href=\"https:\/\/doi.org\/10.37934\/araset.31.3.290298\">10.37934\/araset.31.3.290298<\/a>.","DOI":"10.37934\/araset.31.3.290298"},{"key":"7","unstructured":"Bernardino, I., Bidarra, J., Baptista, R., and Mamede, H. (2023). 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(2015). <i>The art of game design: A book of lenses<\/i>. CRC Press. DOI: <a href=\"https:\/\/doi.org\/10.5860\/choice.46-3898\">10.5860\/choice.46-3898<\/a>.","DOI":"10.5860\/CHOICE.46-3898"},{"key":"28","unstructured":"Skinner, B. F. (1981). <i>Ci\u00eancia e comportamento humano<\/i>. Martins Fontes, S\u00e3o Paulo. Book."},{"key":"29","unstructured":"Souza, L. C. and Tanaka, S. S. (2023). Estudo sobre ataques de phishing e suas t\u00e9cnicas de defesa. <i>Revista Terra & Cultura: Cadernos de Ensino e Pesquisa<\/i>, 39(Especial):90-95. Available at:[<a href=\"https:\/\/bit.ly\/4cOisV2\">link<\/a>]."},{"key":"30","doi-asserted-by":"crossref","unstructured":"Stutz, D. (2020). Regras do jogo: Uma an\u00e1lise de seus tipos e relacionamentos. In <i>XIX SBGames \u2013 Recife \u2013 PE \u2013 Brazil, November 7th \u2013 10th, 2020<\/i>, pages 164-167. SBC \u2013 Proceedings of SBGames. 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