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PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security.

, , and . PERSUASIVE, volume 12064 of Lecture Notes in Computer Science, page 223-233. Springer, (2020)

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Tailoring a Persuasive Game to Promote Secure Smartphone Behaviour., , and . CHI, page 618:1-618:18. ACM, (2023)STD PONG 2.0: Field Evaluation of a Mobile Persuasive game for Discouraging Risky Sexual Behaviours among Africans Youths., and . SEGAH, page 1-8. IEEE, (2021)Developing Persuasive Mobile Games for African Rural Audiences: Challenges implementing the Persuasive Techniques., and . UMAP (Adjunct Publication), page 179-184. ACM, (2019)PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security., , and . PERSUASIVE, volume 12064 of Lecture Notes in Computer Science, page 223-233. Springer, (2020)COVID-19 Pandemic: Identifying Key Issues Using Social Media and Natural Language Processing., , , , , , , , and . J. Heal. Informatics Res., 6 (2): 174-207 (2022)A Usability Evaluation of a Software Framework for Designing Persuasive Games., and . UMAP (Adjunct Publication), page 123-128. ACM, (2023)Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games., , and . CHI PLAY, page 2-7. ACM, (2022)Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies., , , , , and . User Model. User Adapt. Interact., 32 (1-2): 165-214 (2022)Persuasive Games for Physical Activity in App Stores: A Systematic Review., and . SeGAH, page 1-6. IEEE, (2022)PERMARUN- A Persuasive Game to Improve User Awareness and Self-Efficacy Towards Secure Smartphone Behaviour., , and . CHI Extended Abstracts, page 443:1-443:7. ACM, (2021)