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Lessons from brain age on persuasion for computer security
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Conference on Human Factors in Computing Systems archive
Proceedings of the 27th international conference extended abstracts on Human factors in computing systems table of contents
Boston, MA, USA
SESSION: Spotlight on work in progress session 2 table of contents
Pages 4435-4440  
Year of Publication: 2009
ISBN:978-1-60558-247-4
Authors
Alain Forget  Carleton University, Ottawa, ON, Canada
Sonia Chiasson  Carleton University, Ottawa, ON, Canada
Robert Biddle  Carleton University, Ottawa, ON, Canada
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Users generally have difficulty understanding and managing computer security tasks. We examined Nintendo's Brain Age games for ways to help users remember more secure passwords. Instead, we found design elements that encouraged users to continually perform cognitive tasks that would otherwise be tedious. This paper discusses these elements using existing Persuasive Technology principles, and explores how they could be leveraged to make computer security tasks easier and more engaging.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Furnell, S. Why Users Cannot Use Security. Computers & Security 24, 4 (2005).
 
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Gilleade, K.M., Dix, A., and Allanson, J. Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me. In Proc. DIGRA 2005.
 
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Kawashima, R. Train Your Brain: 60 Days to a Better Brain. Kumon Publishing North America. 2005.
 
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Collaborative Colleagues:
Alain Forget: colleagues
Sonia Chiasson: colleagues
Robert Biddle: colleagues