=Paper= {{Paper |id=Vol-2885/paper7.pdf |storemode=property |title=The Design and Development of Mobile Game to Promote Secure Smartphone Behaviour |pdfUrl=https://ceur-ws.org/Vol-2885/paper7.pdf |volume=Vol-2885 |authors=Anirudh Ganesh,Chinenye Ndulue,Rita Orji |dblpUrl=https://dblp.org/rec/conf/persuasive/GaneshNO21 }} ==The Design and Development of Mobile Game to Promote Secure Smartphone Behaviour== https://ceur-ws.org/Vol-2885/paper7.pdf
The Design and Development of Mobile Game to Promote
            Secure Smartphone Behaviour

                   Anirudh Ganesh, Chinenye Ndulue, and Rita Orji

                Faculty of Computer Science, Dalhousie University, Canada
               {anirudh.ganesh, cndulue, rita.orji}@dal.ca



       Abstract. Smartphones have evolved significantly in different ways over the
       years. Currently, Android and iOS dominate the market, followed by other oper-
       ating systems. Along with the evolution of smartphones, malware, privacy, and
       other security issues have evolved along with it. Therefore, there is a need to
       develop interventions to educate and motivate users towards safe and privacy-
       sensitive smartphone usage behaviour while engaging with the rapidly changing
       features of these devices. In this paper, we introduce the design and development
       of a mobile persuasive game called “PermaRun” to improve users’ knowledge,
       build self-efficacy and create awareness about privacy-sensitive and security-
       conscious behaviours, especially as it regards to user control and handling of An-
       droid permissions and other secure smartphone behaviour. We implement nine
       persuasive strategies to keep the users motivated and six game design patterns to
       make the game engaging and more interesting for the player.

       Keywords: Smartphone Security, Persuasive Game, Game Design Patterns,
       Self-efficacy, User Awareness.


1      Introduction

Humans are the weakest link in the chain of cybersecurity [1] and have been ignored in
the initial stages while cybersecurity was being studied. In this age of ubiquitous com-
puting, smartphones have become an integral part of everybody’s life. People take their
smartphone wherever they go and use it for various day-to-day tasks, and most of the
time, their personal data is involved. Over the years, there have been countless instances
where the users’ personal information has been compromised without their knowledge
through Android apps [2, 3]. In the recent past, various security flaws were found and
patched up [4]. In recent times, Smartphones have evolved in various ways and, uni-
formity in design (both hardware and software) can be seen in most phones. With uni-
formity, the common problems were solved, yet the issue of privacy and security
seemed to have evolved along with smartphone advancements.
   To address these security concerns, smartphone operating systems have employed
various techniques to protect user data. For example, the Android Operating System
(OS) protects user data through the usage of App Permissions [5], which can be granted
or denied by the users. There are two kinds of app permissions: install-time permissions
and runtime permissions [5, 6]. Install-time permissions are granted automatically

Copyright © 2021 for this paper by its authors.
Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
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      The Design and Development of Mobile Game to Promote Secure Smartphone Behaviour
during the installation of an application and further split into two categories, namely
normal permissions, and signature permissions. Normal permissions present minimal
risk to the users’ privacy. Examples of normal permissions include fetching the current
date and time, accessing the phone’s vibrator. Signature permissions allow apps signed
with the same certificate [7] to share permissions to avoid requesting the permission
again. Signature permissions are commonly used when the developers declare their own
permissions and want to use it in another app developed by them. Examples of signature
permissions are fetching the battery status, auto-filling of forms, clearing the app’s
cache and so on.
   Runtime permissions, also called dangerous permissions, require users’ decisions
since they deal with accessing sensitive data or users’ personal data [5, 6]. It is the app
developers’ responsibility to request a specific permission for a specific functionality
of an app, while users decide whether to accept or deny these requests, based on their
judgements. To convince users to allow these permissions, developers may show the
users why a specific permission is required [8]. Unfortunately, users often make the
wrong decisions out of impulse [9], ignorance of what granting the permission entails,
and do not always check the permissions and the app’s functionality [10, 11]. More
recent user studies [1, 12–14] show that user awareness about smartphone security and
possible privacy implications are limited, and only a few people follow secure
smartphone behaviours. Secure smartphone behaviour refers to the general etiquettes
that are to be followed while using a smartphone to stay safe and protect oneself from
malware and other kinds of security threats [1, 11–16]. Bitton et al. [10] monitored the
users' smartphone behaviour using an Android app and compared it with the data that
was monitored over the network and self-reported responses from the users. It was ev-
ident that the users’ self-reported behaviour was different and inefficient from what was
observed over the network and the mobile app. Although the users thought they were
aware of what they were doing, from the data collected by the mobile app, it turned out
to be the opposite. The users were giving away personal information to spam pop-ups
and installed apps that required permissions that were not essential for their functional-
ity. Zhou et al. [17] conducted a longitudinal study among 192 university students in
China and found that people use smartphones more securely when their awareness, self-
efficacy and social support from others are high.
   As evident from prior research, user awareness about smartphone security is limited
and is an essential component to improve secure smartphone behaviour. Therefore,
there is a need for interventions to promote smartphone security and privacy awareness
among users and persuade them to be more security conscious and privacy-sensitive
when using third-party apps on their devices. An interesting intervention for achieving
this aim is the use of persuasive games. Persuasive games are interactive and gameful
interventions that strategically employ persuasive strategies to motivate and promote
changes in human behaviour. In recent times, there have been a lot of persuasive games
across various domains [18–20]. Although in the domain of cybersecurity, games that
educate about smartphone security practices specifically are very sparse. Most of the
existing games focus on other areas of cybersecurity, such as detecting phishing links
and spam emails [21–24].
Ninth International Workshop on Behavior Change Support Systems (BCSS 2021):           75
The Design and Development of Mobile Game to Promote Secure Smartphone Behaviour
   In this paper, we present the design and development of a mobile persuasive game,
called ‘PermaRun’, to promote secure smartphone behaviour among users and improve
their awareness about Android permissions and other secure smartphone behaviour. We
also present the implementation of nine persuasive strategies from the Persuasive Sys-
tem Design model (PSD) as proposed by Oinas-Kukkonen et al. [25] and six game
design patterns for 2D games as proposed by Khalifa et al. [26]. We conclude with key
takeaways from our game design, and we discuss our future work.


2      Background and Related Work

Games for cybersecurity have been around for a considerable amount of time. The most
popular one being CyberCIEGE [27], a game that is meant for a classroom environment
to educate students in a cybersecurity course. Digital Forensics Interactive (DFI) [28],
a Role-Playing Game (RPG) game that aims to educate the player about the field of
digital forensics where the player takes the role of a digital forensics expert and solves
a case for a company. While playing the game, the user has the opportunity to learn
about the various tools used for a particular task in the field of digital forensics. Even
the board games category has covered cybersecurity. “[d0x3d!]” and “Control-Alt-
Hack” [29] are two such games that received positive feedback from school students
and their parents for their role-playing and collaborative playing experience. Schole-
field et al. [30] designed a quiz-themed mobile game that taught users about password
security. However, the game was missing feedback due to which users had to depend
on playing the game repetitively to learn the correct answers. Most of the recent works
have been concentrating on phishing and password security [22–24, 31]. Phisher Crush
[22] followed the style of a matchmaking game to educate players about identifying
phishing links. The author ran a heuristic evaluation for playability and found that the
users preferred immediate feedback rather than feedback towards the end of the game.
Wen et al. [24] designed a game called “What.Hack” that implemented situated learning
to improve the self-efficacy of the users while playing the game. The players take the
role of a phishing expert to identify phishing emails for a bank. They have a rule book
which they can refer to learn how to identify phishing emails. Hacked time [31] is a
role-playing game where the player takes the role of a detective and helps an NPC to
solve the case of password theft while learning about keeping passwords safe and se-
cure along with other best practices. We were able to find only a handful of games for
smartphone security. This might be because, in recent times, smartphones have under-
gone considerable evolution and, smartphone and associated security risks is a rela-
tively new topic compared to other areas of cybersecurity.
   Zargham et al. [32] designed a humorous, decision-based game to educate users
about smartphone security and privacy. The author conducted a study with a between-
subject design, where apart from the game, a humorous video and a serious video ex-
plaining about smartphone security and privacy issues were used for the study. It was
evident from the results that the participants preferred the humorous game followed by
the humorous video. However, the users also pointed out that once all the decisions are
known, the game would become boring. An Android app called "HappyPermi" [33]
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      The Design and Development of Mobile Game to Promote Secure Smartphone Behaviour
displayed the permissions requested by other apps installed in the users' phone along
with examples of what data could be retrieved by the app if a specific permission was
granted by the user. In the user study, it was found that the users were surprised to see
their data being displayed in the place of example data, and most of them were con-
cerned about their photos being accessible to the apps and also blocked contacts per-
mission after using the "HappyPermi" [33] app. Although the app tries to point out the
causes and effects of permissions, it does not educate the users why a specific permis-
sion might be necessary for an app or why it might be unnecessary and the potential
harms of granting unnecessary permissions. “Make my phone secure” [34], a role-play-
ing game, where the player takes the role of an IT security expert and helps other non-
playable game characters (NPC) with their smartphone security problems that revolve
around Android permission. The player must turn off appropriate permissions accord-
ing to the problem statement presented to them in-game. However, the game focuses
only on privacy intrusions that are visible in the foreground while using some apps.
   While there is plenty of research around games for cybersecurity, very little work
has been done for creating persuasive games to raise awareness around secure
smartphone behaviour. Also, the games focus on Android permissions for specific apps
only and thus, the user misses out on the context of permissions for other apps and is
left to decide solely based on their intuition. Therefore, we present a mobile persuasive
game, titled ‘PermaRun’, to promote secure smartphone user behaviour and improve
their awareness about Android permissions in a contextual manner.


3      System Design

3.1    Initial Design Phase

To improve the Android permission handling awareness of the users and other secure
smartphone behaviour, we designed a persuasive game called PermaRun. We followed
the eight-step design process for creating a persuasive technology [35] to come up with
a design for the initial prototype of our game. We discuss these eight steps that are
summarized in five stages below.
1.    Choose a Target Behaviour. From the background work, it is evident that there
      is a scarcity of interventions for secure smartphone behaviour. Hence, we selected
      the target behaviour as secure smartphone behaviour awareness.
2.    Choose a Target Audience. The audience of our intervention is Android
      smartphone users.
3.    Find the Barriers Hindering the Target Behaviour. Users being unaware of
      secure smartphone behaviour, and dangers of insecure behaviours are barriers that
      we identified, which we have discussed in the background work section.
4.    Choose a Technology Channel. Persuasive games have been widely adopted and
      have been implemented in various domains. Little or no persuasive games exist
      targeted at promoting secure smartphone behaviour. Thus, we planned to design
      a persuasive game.
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5.    Find Existing Examples of Persuasive Games, Imitate them, and Iterate. Be-
      fore starting with our game design, we analyzed various cybersecurity games and
      persuasive games from other domains, as discussed in our background work sec-
      tion. The game design went through an iterative design process and received in-
      formal feedback from potential users to arrive at the final prototype presented in
      this paper, for which we hope to conduct a formal evaluation in the future.


3.2    Game Story

To maintain the context of smartphone security and to introduce this topic to the users,
we came up with a story for the game. The story revolves around Android permissions
and the need for awareness to teach users about the importance of being aware of secure
smartphone behaviour. We call the main game character Dillon, whose main goal is to
learn all about Android permissions and associated security and privacy issues to save
his friends, who have been captured by a troll. Dillon went on a camping trip with his
friends, and their plans are ruined by a troll, that came out of nowhere and started at-
tacking the group. The troll was angry with humans because it was a recent victim of
data theft. Dillon found out that the troll had been using an Android Smartphone and
downloaded apps from untrusted sources and was careless while granting runtime per-
missions to the apps and hence became a victim of data theft. Dillon promised to help
the troll by selecting appropriate app permissions, but the troll did not trust humans
and, hence kidnapped Dillon’s friends and promised to release them if Dillion helped
the troll choose appropriate permissions.


3.3    PermaRun Persuasive Game Description

We developed the initial prototype with the Unity Game Engine [36] and Proto.io [37],
got informal feedback from the persuasive researchers of the Persuasive Computing
Lab at Dalhousie University. We then used the feedback to refine and develop the main
game using Unity Game Engine [36]. During the initial prototyping sessions, we de-
cided to have various levels in our game for teaching the players about permissions.
Each level simulates a scenario for a specific app for which the player must collect
appropriate runtime permissions according to the app’s functionality. To give a context
of runtime permissions required for a specific app, we include an instruction screen
(Fig. 1) explaining when it might be necessary for a player to accept runtime permis-
sions and why those permissions are needed for that specific type of app. Apps require
only a particular set of runtime permissions from the user to function as expected. This
differs from one app to another. However, we try to highlight only the permissions that
are essential for the core functionality of each type of app. Hence, we colour coded the
permissions in a traffic signal format. The permissions that are green in colour are the
ones that are required for an app, whereas the permissions that are red in colour are the
ones that are not necessary for an apps’ functionality. The main idea is that by playing
the game, users learn to decide when a particular type of permission is necessary and
when it is unnecessary for the functioning of the app. We plan to include a variety of
apps from diverse categories for comprehensive knowledge. For example, an online
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music player might need location permission from the user to recommend them with
local content. Thus, for each app, we consider the core functionalities and map danger-
ous permissions according to the required functionality. The description of each
runtime permission is available at [38]. Even though there are multiple runtime permis-
sions, the common runtime permissions are grouped by Android [6] into 11 distinct
groups. Hence, we only use permission groups [38] to maintain a real-world context.
We also designed our game to resemble the old 2D game Super Mario [39], to attract a
diverse audience and reduce the learning curve. Recent research suggests that past-
memories and satisfaction of competence are directly affected by nostalgia, especially
with retro games that are challenging and involve fast gameplay [40].


3.4    Game Play

Following our initial high-fidelity prototype and informal feedback from target users,
we developed the first level of gameplay and used the “Online Music Streaming App”
for which the player must collect the appropriate runtime permissions only. We chose
the required permission groups as Microphone, Location and External Storage, which
were depicted green in colour (Fig. 2). Apart from these, we also had other unnecessary
permissions that were red in colour (Fig. 2). For every necessary permission that the
player collects, they would gain points, and for every unnecessary permission, they
would lose points and, their movement speed would be reduced for a short period.
Whenever the player picks up a permission, we show them a suggestion related to se-
cure smartphone behaviour, that is displayed in between the in-game controls, over the
Heads-Up Display (HUD). The HUD shows the runtime permission symbols that are
to be collected for that specific level. When the player finishes picking up a set of
runtime permission, that specific permission would disappear from the HUD. When the
player reaches the end of the level, they would be able to save Dillon’s friends if they
manage to collect all the required runtime permission in that specific level. If the player
tries to complete the level without collecting all the app permissions, a dialog box pops
up, informing the player to collect all the app permissions to save Dillon’s friends. To
make the game more interesting, we have obstacles, hidden areas, enemies, and other
in-game items that reward the player with points. We discuss more about these in the
upcoming sections.
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                                Fig. 1. Instruction Screen




                           Fig. 2. Collectible Permission Symbols


3.5    Persuasive Principles

We built a fast-paced 2D side-scrolling game and implemented nine persuasive strate-
gies (Reduction, Tunnelling, Self-Monitoring, Simulation, Rewards, Suggestion, Liking,
Competition, Recognition) from the Persuasive System Design Framework [25]. We
will discuss the implementation of each persuasive principle in this section.


Self-Monitoring. A system that helps the user to keep track of their performance to see
their progress towards achieving their goals. The player has a HUD in between the in-
game controls throughout the game (Fig. 3). This HUD shows the permissions that are
required for a specific level. When the user has finished collecting a specific set of
permissions, then that permission would disappear from the HUD. The HUD serves as
a self-monitoring tool for the player to check if there are any other permissions left to
collect for that level before completing the level. If the player tries to complete the level
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without collecting all the app permissions, a dialog box pops up to inform the user to
collect all the app permissions to save Dillon’s friends.


Simulation. A system that helps the user to observe the link between causes and effects
by means of simulation. All the required permissions for a specific app are green in
colour, and all the unnecessary permissions are red in colour. When the user picks up a
necessary permission, their score increases, but when they pick up an unnecessary per-
mission, their score and health decrease, and the player’s movement speed reduces for
a short duration.


Rewards. A system that rewards the user for performing a specific task or target be-
haviour. The game currently has three rewards. When the players pick up the correct
permissions or if they destroy an enemy, their score increases. Apart from this, the game
has fruits that increase the player’s health by a small amount. There are also extra lives
in hidden areas for the player to collect. The player is transported to these hidden areas
(Fig. 4) when they pick up a gem in the game.


Suggestion. A system that provides appropriate suggestions while the user is using the
system. We give the users immediate feedback and tips regarding secure smartphone
behaviour. Whenever the player picks up a permission, we show them tips and sugges-
tions about secure smartphone behaviour. These suggestions are displayed in-between
the in-game controller, over the HUD for a short period (Fig. 5).


Liking. A system that is visually attractive and appealing will be more persuasive. To
improve the attractiveness of the game, we added sound effects for the game character
and background music apart from other in-game features and animations.


Competition. A system that leverages the human tendency of competition will be more
persuasive. We have a leaderboard (Fig. 6) where we rank the players according to their
in-game score. This score increases as the player proceeds to successive levels. This
score is affected by various factors like the type of permissions the player collects in-
game, items that they pick up (E.g., Fruits), and the number of enemies destroyed.


Recognition. A system that offers public recognition for a user will motivate the user
to adopt the target behaviour. The users get badges if they reach a specific level/score
or find a hidden item. The badges that the players earn show up on the leaderboard and
are visible to other players too (Fig. 6), and this might also serve as a normative influ-
ence.


Reduction. A system that reduces the number of steps for achieving a target will mo-
tivate the users. During the initial phase of the prototype design, we decided to have
various in-game checkpoints (Fig. 7). Whenever the player loses health in the game,
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they start again from the last checkpoint. This process repeats until they lose all of their
three lives, and a game-over dialog box would appear if they lose all of their lives, and
the player would have options to either start over or quit the game. We consider this as
a reduction since the player need not repeat the whole level if they make a mistake and
lose a life in the middle of the game.


Tunnelling. A system that guides the user in a step-by-step manner to achieve their
target behaviour. There are two instances of tunnelling, one before the start of the game
where the player encounters the storyline followed by an instruction screen that ex-
plains how to play the game and shows other instructions like collecting appropriate
permissions and destroying enemies would increase the player's score (Fig. 3). Apart
from the instruction screen, we placed the collectible permissions to guide the player to
the end of the level.


3.6    Game Design Patterns

To ensure that the game is engaging and enjoyable for the players, we followed the six
game design patterns (Guidance, Foreshadowing, Safe Zone, Layering, Branching,
Pace Breaking) as specified by Khalifa et al. [26].


Guidance. A non-verbal game element that guides the player towards the goal or in the
right direction comes under guidance. Guidance can either be the in-game path or can
be in-game collectible items or an enemy that attracts the players’ attention to a partic-
ular location or an environmental cue that grabs the players’ attention. We used the
pathways to guide the player, and we used permissions as collectibles. Enemies and
items were also placed in a manner to increase the players’ curiosity and guide them
towards a specific path. This game design pattern can be correlated with the tunnelling
persuasive principle but in a gamified manner.


Foreshadowing. Teasing the player with an in-game element with which they might
not be able to interact or can be a game element that changes over the course of the
game comes under foreshadowing. We introduced foreshadowing in two ways. We
tease players with hidden areas or inaccessible game items which would be accessible
to them as they proceed to play through the levels (Fig. 4). This design pattern increases
the player’s curiosity and keeps them hooked to the game. Initially, enemies are intro-
duced in a stationary way, and later the player is introduced to patrolling enemies. This
makes the game more interesting to play and might increase the players’ curiosity.
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                               Fig. 3. In-game Instructions




 Fig. 4. Hidden Area underneath the player that is accessible when the player picks up a gem

Safe Zone. The areas in-game, where the player is not in danger and can think about
their next actions or where they can take a break from all the tension that was built in-
game. We treat the checkpoints in our game as safe zones, where the player is not in
danger and would feel safe. We have three checkpoints in our game (Fig. 7) placed in
such a way that the player would feel safe after exiting combat or can plan a strategy
before going into combat. This pattern can be correlated with the reduction persuasive
principle but in a gamified manner.


Layering. Combining multiple game elements or reusing the same game elements to
introduce challenges is classified as layering. We placed enemies in-front of collecti-
bles, positioned app permissions near enemies, and players can reach some areas only
through a moving platform or platforms that are suspended in mid-air.


Branching. Giving the player multiple paths to explore in-game is classified as branch-
ing. If we apply constraints, where the player needs to meet specific conditions to
choose another pathway, then it is called conditional branching. In our game, we
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The Design and Development of Mobile Game to Promote Secure Smartphone Behaviour
implement both branching and conditional branching. For branching, we give an alter-
nate path to the player for exploration, and for conditional branching, the player is tel-
eported to another location if they pick up a gem. This makes the game more interesting
and increases the curiosity of the player.




                              Fig. 5. In-game Suggestions




                                  Fig. 6. Leaderboard




                              Fig. 7. In-game Checkpoint
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Pace Breaking. Increasing or decreasing the tension in-game is commonly referred to
as pace breaking. Pace breaking is usually achieved by introducing bosses or giving the
player a break after a long period of combat. We implement pace breaking by introduc-
ing enemies and then by giving the player a brief break from combat. We mix the lay-
ering pattern with this by adding obstacles to the paths to keep the game interesting and
to keep the players engaged.


4      Conclusion and Future Work

Due to the lack of interventions for smartphone security and privacy awareness, we
designed a persuasive game for improving users' awareness and self-efficacy about se-
cure smartphone behaviour. The key takeaways from our design are: (a) Our game gives
instant feedback or tips about secure smartphone behaviour when the player picks up a
permission symbol in-game. (b) We built the game according to six game design pat-
terns [26] to make it more enjoyable for the player and implemented nine persuasive
principles to motivate the players. (c) We impart skills for secure smartphone behaviour
and expose the dangers of unnecessary permissions to an individual’s privacy and se-
curity using an interesting game narrative while maintaining the context of smartphone
security. For our future work, we are looking forward to evaluating the game to examine
both its usability and effectiveness with respect to promoting safe smartphone security
behaviour and privacy knowledge. We are also planning to tailor the game [41–43] and
consider the players’ emotions because most times when a security incident occurs, it
is because the user is either desperate, careless [14], or impulsive [9].

Acknowledgement. This research was undertaken, in part, thanks to funding from the
Canada Research Chairs Program. We acknowledge the support of the Natural Sciences
and Engineering Research Council of Canada (NSERC) through the Discovery Grant.


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