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Survey of Users' Willingness to Adopt and Pay for Cybersecurity Training.

, , , and . HAISA, volume 658 of IFIP Advances in Information and Communication Technology, page 14-23. Springer, (2022)

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Situated Play - Just a Temporary Blip?, and . DiGRA Conference, Digital Games Research Association, (2007)Design principles for cognitively accessible cybersecurity training., , and . Comput. Secur., (February 2024)The User Experience Design Program: Applying Situated and Embodied Cognition Together With Reflective Teaching., , and . Frontiers Comput. Sci., (2022)Evaluation of Contextual and Game-Based Training for Phishing Detection., , , , , and . Future Internet, 14 (4): 104 (2022)A Literary Excursion Into the Hidden (Fan) Fictional Worlds of Tetris, Starcraft, and Dreamfall., , , and . DiGRA Conference, Digital Games Research Association, (2009)Exploring E-sports: A Case Study of Gameplay in Counter-strike., , and . DiGRA Conference, Digital Games Research Association, (2007)Survey of Users' Willingness to Adopt and Pay for Cybersecurity Training., , , and . HAISA, volume 658 of IFIP Advances in Information and Communication Technology, page 14-23. Springer, (2022)Usable Privacy and Security from the Perspective of Cognitive Abilities., , , , and . Privacy and Identity Management, volume 644 of IFIP Advances in Information and Communication Technology, page 105-121. Springer, (2021)