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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Technical implementation of a visual novel as a tool for gamification of learning in accordance with cyber hygiene requirements</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Oleksandr Bobarchuk</string-name>
          <email>oleksandr.bobarchuk@npp.kai.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrii Tolbatov</string-name>
          <email>tolbatov@ukr.net</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olena Matviichuk-Yudina</string-name>
          <email>olena.matviichuk-iudina@npp.kai.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Natalia Boltivets</string-name>
          <email>boltivetsnatalia@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>State University “Kyiv Aviation Institute”</institution>
          ,
          <addr-line>Liubomyra Huzara Ave., 1, Kyiv, 03058</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>A visual novel, as a relatively new and innovative approach to gamifying the educational process, requires adherence to cybersecurity measures during its creation. This study explores technical, pedagogical, and information security aspects, with a focus on cyber hygiene - a set of knowledge, skills, and technologies aimed at ensuring personal safety in the digital space. The work highlights modern technologies and approaches for developing interactive educational visual novels while meeting cyber hygiene standards: protection of personal data, tracking limitations, secure login mechanisms, avoidance of manipulative content, and fostering a critical perception of information. Special attention is given to modeling an interactive digital environment that not only motivates learning but also cultivates a conscious approach to cybersecurity among students. The technical implementation includes software solutions and project architecture using the example of Milorad Pavić's story The Glass Snail, studied by Ukrainian school students. The paper details the use of tools such as Ren'Py, Easy Paint Tool SAI, Godot, and Unity, along with algorithms for embedding cyber hygiene tools during development. It also substantiates the need to integrate digital ethics, secure programming, and privacy principles at all stages of content creation. The findings are valuable for developers of educational applications, digital discipline educators, cybersecurity professionals, and multimedia specialists working at the intersection of education, technology, and security. Theoretical and practical recommendations support the implementation of gamified solutions that align with modern cyber hygiene standards.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;visual novel</kwd>
        <kwd>gamified learning</kwd>
        <kwd>cyber hygiene</kwd>
        <kwd>data protection</kwd>
        <kwd>Ren'Py</kwd>
        <kwd>cybersecurity awareness</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Education in the modern information society is undergoing transformations under the influence of
digital technologies. Traditional methods of presenting educational material are increasingly losing their
efectiveness among young people who are accustomed to an interactive and visually rich environment.
Against this background, the popularity of gamification is growing as an approach to increasing
motivation, engagement and the formation of practical skills in students. A special place among
gamification tools is occupied by a visual novel - an interactive digital product that combines an
artistic narrative, visual graphics, music, animation and a choice of user actions, ensuring immersion in
educational content.</p>
      <p>However, the growth of the role of digital tools in education is also accompanied by an increase
in cyber threats. Unregulated use of game applications, vulnerabilities in program code, collection of
personal data without consent - all this threatens the information security of users, especially minors.
Therefore, there is a need for technical implementation of educational games not only with an emphasis
on pedagogical expediency, but also in accordance with the requirements of cyber hygiene - a system
of knowledge, skills and technical measures that ensure safe interaction with the digital environment.</p>
      <p>The purpose of the study is to analyze technological solutions that allow creating a safe, accessible
and efective visual novel as a means of gamified learning. The choice of software, organization of
the novel structure, integration of security elements and interface solutions that take into account
the peculiarities of user behavior in the digital space are considered. Pedagogical aspects are also
highlighted: how visual novels can contribute not only to the acquisition of knowledge, but also to the
formation of digital culture, critical thinking and a responsible attitude to online communications.</p>
      <p>In the process of technical implementation of a visual novel as an educational product, special
attention is paid not only to the convenience and functionality of the software, but also to compliance
with the requirements of cyber hygiene. This means adhering to the principles of safe use of digital
tools, protecting users’ personal data, reducing the load on hardware, and forming an informed attitude
towards digital risks. Thus, the combination of technical implementation, gamification approach, and
adherence to the principles of cyber hygiene opens up new horizons in the development of educational
digital products focused on the needs of the modern generation.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Analysis of modern scientific works</title>
      <p>In the context of growing threats in the digital environment, the scientific community in the field of
information security and education is investigating the efectiveness of using gaming technologies, in
particular visual storytelling, to increase the level of digital literacy and conscious behavior of users.
Analysis of modern scientific works indicates a clear trend of integrating gamification and elements of
cyber hygiene into the educational process.</p>
      <p>
        Researchers Thompson, Melendez, Hempson Jones and Salvi (2022) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] proposed the conceptual
model RAD SIM (Reflection–Action–Design–Simulation), which combines behavioral mechanisms of
gamification with a systemic approach to the development of educational simulations. This model is
relevant in the context of creating a visual novel, as it allows for the implementation of a multi-level
plot structure with adaptive scenarios for responding to potential threats.
      </p>
      <p>
        Another group of researchers – Williams, Anthi, Cherdantseva and Javed (2024) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] – investigated
story-based CTF (Capture The Flag) as a tool for increasing students’ motivation to learn the basics
of cybersecurity. The authors point to the efectiveness of immersion in the plot through characters,
dialogues, choices and consequences – elements inherent in a visual novel. This experience is relevant
when creating interactive educational scenarios with variational logic, which are able to form critical
thinking and attentiveness to digital risks. In the study of Jafray, Finn and Nurse (2021) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], the
game SherLOCKED – a detective 2D novel that teaches the basics of cyber hygiene through a plot
investigation. The authors emphasize the importance of emotional perception in building long-term
skills of safe behavior. This approach confirms the feasibility of implementing educational games in the
format of a visual novel, where the plot acts as the main didactic element.
      </p>
      <p>
        Scholefield and Shepherd (2019) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]present a mobile RPG game that introduces users to basic digital
security concepts through interactive missions and a reward system. A gamified password survey has
been shown to be efective in changing adolescent behavior. Even simple story structures implemented
in an interactive format are efective in raising awareness of cyber security issues.
      </p>
      <p>
        Of particular value to the topic of this paper is the project of a story-driven educational game about
USB attacks, built on the Twine platform (2023) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The game is a full-fledged visual novel with a
non-linear narrative that simulates realistic threat scenarios and requires the player to make decisions
that afect the outcome. This format allows you to recreate real-life situations in a safe environment,
developing skills in responding to cyber risks.
      </p>
      <p>
        It is also important to mention the review studies (2024) [
        <xref ref-type="bibr" rid="ref6 ref7 ref8 ref9">6, 7, 8, 9</xref>
        ] that systematize gamification
methods in digital security education among non-IT professionals. They emphasize the importance of
multimedia presentation, a versatile plot, and a minimal technical barrier, which coincides with the
requirements for visual novels in an educational environment.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Graphic software for designing a visual novel narrative for studying an academic discipline</title>
      <p>
        In the process of technical implementation of the visual novel educational resource, special attention is
paid not only to the convenience and functionality of the software, but also to compliance with the
requirements of cyber hygiene [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The fundamental goal of which is to adhere to the principles of safe
use of digital tools, protect users’ personal data, reduce the load on hardware, and form an informed
attitude to digital risks.
      </p>
      <p>A visual novel as a form of interactive storytelling should combine aesthetics, technical eficiency,
and compliance with the principles of cyber hygiene. One of the key aspects is the creation of graphic
content — illustrations, sprites, backgrounds — using proven and safe software Figure 1.</p>
      <p>The user interface is designed with an emphasis on the nonlinearity of the plot, which is implemented
through an interactive choice structure: the player independently chooses which section to start from,
how to move between scenes, and what ending to get. This approach supports the principles of cyber
hygiene — in particular, voluntary choice, no forced passage, and adaptability to the user’s individual
pace.</p>
      <p>Graphics were created in the Easy Paint Tool SAI program, which meets the criteria of a safe,
autonomous environment: it does not require an Internet connection, does not store metadata in
the cloud, and provides local image processing. The toolkit allows you to create unified character
sprites, backgrounds, and illustrations taking into account anime-style aesthetics and the principles of
psychological comfort. Additional elements (facial expressions, transition animations, character color
coding) help reduce cognitive load while reading.</p>
      <p>Developed by the Japanese company SYSTEMAX Easy Paint Tool SAI, it is one of the most efective
tools for artists working with raster graphics. Creating visual novels in this environment is explained
by the combination of:
• a simple interface that lowers the threshold of entry for beginners and minimizes the need for
online connection to cloud services, where user data is often stored;
• low system load, which is important in the context of ensuring digital inclusion and access to
educational content on medium-power computers;
• ofline functionality that eliminates the need for an Internet connection, which is an additional
safeguard against phishing attacks or data leakage.</p>
      <p>
        The program supports key graphic formats (.psd, .png, .bmp), which allows you to integrate its results
into any engine without losing quality or layer structure of the image. Custom brushes, color mixing
settings, and support for RGB and HSV models allow you to accurately and safely convey the intended
visual style without violating the principles of digital ethics [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. All illustrations — from character
sprites to background scenes — are made in the anime style, which is well received by a youth audience
and allows you to create an emotional connection with the characters Figure 2.
      </p>
      <p>Several emotional states have been developed for each character, which dynamically change
depending on the situation in the text. This contributes to the user’s deeper immersion in the plot, allowing for a
better understanding of the motives and mood of the characters. The illustrations are also supplemented
with color clues - a background of the appropriate color, signaling whose point of view is currently
presented Figure 3.</p>
      <p>Thus, SAI is not only an artistic tool, but also a means of digital hygiene that ensures minimal
interference in the user’s environment and complete control over their own data.</p>
      <sec id="sec-3-1">
        <title>3.1. Visual novel builders: safe interactivity</title>
        <p>The visual novel is assembled in the Ren’Py environment, an open-source engine that allows you to
create a structured, secure educational product. An important advantage of Ren’Py is the lack of the
need for online license verification or an account. All resources are localized, which reduces the risk of
data leakage. Each section of the novel has its own label, and transitions between them are implemented
using an intuitive selection menu that allows the user to choose a reading trajectory. This implements a
non-linear structure that allows each reader to build their own trajectory of passage Figure 4.</p>
        <p>In order to begin the process of writing and editing script code in the Ren’Py environment, the
developer must first familiarize himself with the basic syntactic principles of this language. One of the
key elements of code structuring is the use of indentation, which is of fundamental importance for the
correct interpretation of instructions by the engine. Indentation allows you to combine commands into
logical blocks that serve as the basic unit of program logic. As in Python, on which Ren’Py is based,
violating indentation rules can lead to critical logical or syntactic errors in the program.</p>
        <p>The Ren’Py script structure involves the use of the label operator, which defines a specific point in
the code that the program can access. For example, the label start: construct means the beginning of
the main script, which will be executed after the user clicks the "Start" button in the main menu.</p>
        <p>Also among the basic instructions is the operator "say", which can be used in two formats:
1. In the form of narration - text enclosed in quotes, which conveys internal thoughts or descriptions
of events.</p>
        <p>2. In the form of dialogue - an expression, which indicates the name of the speaking character and
his replica.</p>
        <p>It is important that all code elements belonging to the same logical block have the same level of
indentation - only in this case will the engine be able to correctly interpret the structure of the script.</p>
        <p>To display visual content, the operator’s scene (for background images) and show (for displaying
character sprites) are used, where the corresponding image files are specified. The basis of a visual
novel is the text of the story, which is entered using a speed-controlled output tag, for example: n
"{cps=20}. . . {/cps}" The cps attribute (characters per second) determines the frequency of the gradual
appearance of characters on the screen, which simulates the efect of close to "live" reading. This is how
the entire text narrative of the novel is structured Figure 5.</p>
        <p>Ren’Py software was used as the main engine due to its open architecture, Python support, local data
processing and extensive script personalization capabilities. The choice of engine for implementing
a visual novel is key to maintaining a balance between gamification, accessibility and cyber hygiene.
Among the available tools, such as Unity or TyranoBuilder, Ren’Py is the most optimal in this context,
combining:
• open source and the absence of telemetry, which eliminates the risk of hidden data transmission;
• ofline mode of operation, in which the user does not connect to the developer’s servers during
development, which is critical for maintaining privacy;
• accessibility with the presence of a multilingual interface and a large amount of documentation,
which ensures equal access to the tool for all categories of users;
• Python support allows you to create not only simple dialogues, but also mini-games, which is
ideal for educational modeling and practices of safe behavior in the digital environment.</p>
        <p>Ren’Py also allows for the creation of complex scenarios, which allows for the simulation of situations
related to online behavior choices, digital security, and critical thinking. This approach not only
promotes gamification, but also builds practical cyber hygiene skills in an interactive way.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Code editor as a tool for secure development</title>
        <p>The use of programming elements such as labels, animations, selection branches, and transition logic was
implemented through the Visual Studio Code environment, which provides secure storage, functionality
expansion through plugins, and integration with the engine without the need to connect to external
servers.</p>
        <p>Visual Studio Code, an open-source multifunctional editor, was appropriately chosen for editing the
visual novel script. Among the advantages are:
• automatic saving and file backups, which prevents data loss;
• Python support with syntax highlighting and error checking, which minimizes code
vulnerabilities;
• the ability to expand functionality by installing verified plugins from the oficial marketplace;
• secure local work without the need for registration or synchronization with the Microsoft cloud.</p>
        <p>Thus, VS Code provides a stable and safe environment for creating and testing game logic, including
educational scenarios related to Internet safety, online communication ethics, and information hygiene
Figure 6.</p>
        <p>Visual novels also use scene transition animation to make the transition between scenes less abrupt
and more enjoyable for the reader, creating a smooth and natural flow of events. Also, properly selected
animations can enhance the emotional perception of a scene. For example, a slow fade can add drama,
and a fast transition can emphasize the tension of the moment. Rationally designed scene transitions
increase the aesthetic quality of a visual novel and contribute to the impression of professionalism of
the development.</p>
        <p>To implement the animation of the gradual disappearance of a character sprite, a construction with
the with operator is used, in which a specific type of animation efect is specified. The syntax is as
follows:</p>
        <p>hide hach ℎ dissolve.</p>
        <p>Since the novella scenario involves an interactive structure, it is advisable to implement a selection
mechanism through interactive buttons. This approach gives the user the opportunity to make a choice
that directly afects the further development of the plot, which attracts the reader and makes him an
active participant in the story. Thanks to the ability to make diferent choices, the reader can play the
game several times, exploring diferent scenarios and endings. Each reader can read the story and end
it with the ending that he likes best, making decisions according to his preferences and values, which
creates a unique experience for each player and increases the level of enjoyment of the game.</p>
        <p>To create interactive buttons that will transfer the reader to a certain section, you need to write the
keyword "menu" under it and write a question so that the reader understands what he needs to choose.
Then write what will be written on the button and write a "jump" function on a new line, which will
transfer the reader to the desired section.</p>
        <p>
          It is at the stage of concept development that the overall style of the project, its structure, usability,
interface, and compliance with modern digital security standards are determined. The entire process of
designing the visual novella of the story "The Glass Snail" for the study of the academic discipline of
foreign literature - from concept to implementation - was based on the principles of digital hygiene: a
safe creation environment, ethical display of content, inclusivity for the target audience, user control
over interaction, and adherence to usability standards. This allows you to create a product that not only
interests with aesthetics, but also cultivates a responsible attitude towards digital content [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>At the final stage of creating a visual novel, a distribution is assembled from locally stored files,
which prevents unauthorized access to the source code or graphic resources. This corresponds to the
principles of cyber hygiene: data control, software environment autonomy, minimization of the user’s
digital footprint Figure 7.</p>
        <p>Thus, the concept of design within the framework of creating a visual novel is considered as a
multidimensional category that combines aesthetic design, technical implementation, interface logic
and digital security.</p>
        <p>This approach contributes not only to efective learning, but also to the formation of digital
responsibility in students. In order to prevent malicious actions, it was necessary to implement the following
procedural measures when developing a visual novel:</p>
        <p>• to prevent modifications of the novel code by third parties, file integrity checks were integrated,</p>
        <p>
          and distributions were digitally signed, which will help users make sure that the novel has not
been modified after creation [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ];
• encryption protocols were used to ensure that data is stored or processed in any way, even locally;
• the graphics engine was configured in such a way as not to require access to the camera,
microphone, or geolocation;
• to increase user trust and the possibility of independent auditing [13], code transparency software
and open-source code publication were selected.
        </p>
        <p>Also, to avoid unwanted data collection, analytics and third-party SDKs were not used. In addition,
regular software updates are a mandatory software requirement to eliminate potential vulnerabilities.
Let’s take a closer look at the software tools that were used in the design of the visual novel, which
is considered a multidimensional category that combines aesthetic design, technical implementation,
interface logic and digital security in countering threats from hackers Table 1.</p>
        <p>In the development of the visual novel, an algorithm developed by the authors was implemented,
which combines the generation of a pseudonymized unique user identifier, symmetric encryption of
interaction files, as well as local storage of encrypted information without the use of external servers
Figure 8.</p>
        <p>In this way, it is possible to adhere to the principles of privacy-by-design and data minimization
recommended by international information security standards (in particular, ISO/IEC 27001, OWASP
Secure Coding Practices) [14, 15, 16].</p>
        <p>Based on the requirements and framework of standardized concepts and processes reflected in these
standards. Description of the algorithm for protecting user personal data in a visual novel includes
following functions:
obfuscation of the code, making it dificult
to read and reverse engineer game scripts
make it dificult to make unauthorized
changes to the game
checks content integrity at startup
used for secure player login
platforms with built-in security features
for authorization
a program was used to detect third-party
interference, modifications, or bots
a tool has been implemented to monitor
the connection of unauthorized DLLs or
changes in memory
data transmitted between the client
and the server is encrypted
used to encrypt data transmitted between
the client and server for a secure
connection during development
the correctness of the data on the server
has been checked (protection against
packet injection)
implemented control of changes in game files
signed patches and hashing of
update files (SHA-256) launching new
components in a restricted environment
1. Initialization - starting the game:
• Verifying the game’s digital signature;
• Loading local settings without network access;
• Displaying a privacy policy message to the user (if the game saves progress).</p>
        <sec id="sec-3-2-1">
          <title>2. User login - optional:</title>
        </sec>
        <sec id="sec-3-2-2">
          <title>3. During user interaction:</title>
          <p>• If you need to save your progress, create an anonymized profile (generate a random identifier)</p>
          <p>UUID);
• Setting local encryption for save files (e.g.AES-256).
• Save changes locally without transmitting any information over the network;
• No access to microphone, camera, geolocation, contacts or other sensitive information API;
• Prohibition of inserting third-party scripts.</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>4. During dialogues, section selection, and interactive: • Each action is recorded in a local log file, which is encrypted; • When updating the status (for example, completing a section), the program checks the integrity of the data (hash sum).</title>
          <p>5. Saving progress:
• Automatic data storage in encrypted form;
• The data does not contain name, email, IP or personal information.
6. Ending the game or exiting:
• Ofer to save/delete profile;
• Automatic cleaning of temporary files, cache, logs.</p>
        </sec>
        <sec id="sec-3-2-4">
          <title>7. Additional measures:</title>
          <p>• Restricting access to game files from outside (read-only attributes);
• Built-in modification check (code/file checksum comparison);
• Support for the "Guest Mode" feature - without any data recording.</p>
          <p>Thus, this algorithm for the technical implementation of personal data protection in a visual novel,
taking into account the requirements of cyber hygiene, ensures the security and protection of the user’s
personal data, which are critically important aspects in the development of educational visual novels,
especially in cases where the target audience is minor users. To achieve the goals, a technical model of
local data processing with encryption is used Figure 9.</p>
          <p>This model is implemented using the capabilities of the Ren’Py engine in combination with modules
of the Python programming language. Table 2 provides a detailed analysis of the model for protecting
personal data and ensuring ethical interaction between a digital product and a user.</p>
          <p>Thus, it can be stated that this model demonstrates that even in the conditions of simple development
tools in the Ren’Py environment it is possible to implement reliable protection of personal data and
ensure ethical interaction between the digital product and the user. In turn, it contributes to the
formation of trust in educational games and the development of a conscious attitude to security in the
information environment.</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Testing the reliability and information security of a visual novel</title>
        <p>In today’s digital environment, the efectiveness of educational software is determined not only by its
functionality and interface attractiveness, but also by the level of information security. This is especially
true for programs that interact with personal or behavioral data of users, in particular in the educational
context, where the target audience is often minors. According to international standards (ISO/IEC
27001:2022) and recommendations for secure software development (OWASP Secure Coding Practices,
NIST SP 800 53), data protection should be taken into account at the architectural design stage and
verified through comprehensive testing.</p>
        <p>The visual novel, implemented as a means of gamified learning, integrates local mechanisms for
storing user data using symmetric encryption (AES CFB algorithm), generating a unique identifier
based on UUID, and logging interactions without using network interfaces. Thus, the system
implements the basic principles of secure-by-design and privacy-by-default, recommended by European and
international cyber regulation.</p>
        <p>The purpose of the testing is to verify the compliance of the implemented functionality with data
protection requirements, prevent unauthorized access, preserve information integrity, and guarantee</p>
        <p>Description
After the first launch, the program checks for the presence of a local file containing
an encrypted user ID (user_id.sec). If such a file does not exist, the system generates
a unique identifier in UUIDv4 format, after which the data is encrypted using the
symmetric AES (Advanced Encryption Standard) algorithm in CFB (Cipher Feedback)
mode. Base64 encoding is used to save encrypted data in text format
On subsequent launches of the game, if the user_id.sec file exists, the program
decrypts it and reads the identifier, storing it in the user_id variable. This
identifier can be used for internal user accounting or personalization of the
interaction experience without collecting personal information
Each event in the game that requires registration (for example, player selection,
passing a certain plot branch) is recorded in the form of a text message. This
message is also encrypted using the same AES-CFB method and stored in
the event_log.sec file. This approach allows for secure logging of user
behavior without transmitting data to external servers
The data cleaning mechanism is implemented as the clear_user_data function,
which allows to delete both the user ID file (user_id.sec) and the event log
(event_log.sec). This element complies with the principle of digital autonomy and
the user’s right to delete information about themselves in accordance with
ethical and legal standards
The model implementation is based on the built-in Python environment Ren’Py.</p>
        <p>To work with encryption, it is necessary to connect an external library
pycryptodome, which supports the necessary cryptographic standards and is
compatible with the engine. All data processing is carried out exclusively locally,
which minimizes the risks of information leakage and meets the key principles
of cyber hygiene in education.
fault tolerance and scenario consistency of all components. Among the aspects to be checked:
• correct implementation of cryptographic transformations, including encryption and decryption;
• resistance of UUID generation to repetitions and collisions;
• consistency of event logging with data minimization requirements;
• protection against local unauthorized access to encrypted files;
• efectiveness of implementation of the personal data cleaning mechanism (right to be forgotten);
• stability of execution during long game sessions and data reloading.</p>
        <p>Thus, testing was carried out not only to identify technical errors, but also to take into account ethical
and legal obligations regarding digital hygiene and a safe educational environment. Table 3 shows the
compliance of the visual novel components with the principles of secure development (Secure Coding
Practices) based on the recommendations of OWASP, NIST SP 800-53 and ISO/IEC 27001.</p>
        <p>In the context of the implementation of digital educational products, the issue of ensuring stable
and secure operation of software is of particular relevance. In particular, we can emphasize the use of
interactive systems that operate in a sensitive environment - for example, when interacting with minor
users or within educational institutions. Among the key challenges are the protection of personal data,
prevention of information loss, avoidance of unauthorized access and failures in operation.</p>
        <p>Taking into account the above, at the stage after the completion of the technical implementation of the
visual novel, testing was conducted aimed at checking its robustness - that is, resistance to failures, the
ability to maintain data integrity, meet confidentiality requirements and demonstrate proper functional
security. This approach corresponds to modern practices for developing secure software, in particular,
the requirements for educational digital solutions that implement the principles of cyber hygiene.</p>
        <p>The testing covered functional and non-functional aspects, in particular: the performance of
cryptographic modules, the correctness of the generation and processing of a unique user identifier, the
stability of the novella scripts and the storage of interaction logs in encrypted form. The testing results
are presented below.</p>
        <p>In order to verify the correctness of the functioning, resistance to failures and compliance with
information security requirements, a comprehensive testing of the visual novel for studying the story
"The Glass Snail" of the academic discipline of foreign literature was carried out, implemented using the
Ren’Py engine and supplemented with a data encryption module based on the library PyCryptodome
(AES-CFB). The main attention was paid to the evaluation of mechanisms for storing and processing
user data in a local environment without the use of network services. To verify the integrity of the
encryption and decryption process, a series of module tests was carried out, aimed at verifying the
preservation of the authenticity of text data after its encryption and subsequent decryption.</p>
        <p>Testing the reliability and information security of a visual novel includes:
1. Encryption and decryption testing. Checking whether data encrypted at rest can be recovered
without loss:
• # Test: Does the original text match the decrypted text?;
• original = Test message;
• encrypted = encrypt(original);
• decrypted = decrypt(encrypted);
• assert original == decrypted, "- Error encryption: × the decrypted text does not match the original";
• print(" v Encryption/decryption works correctly").
2. UUID generation test. Checking that a valid unique identifier is generated:
• user_id = str(uuid.uuid4());
• assert len(user_id) == 36 and user_id.count("-") == 4, "× Invalid format UUID";
• print("v UUID created successfully").
3. File saving test. Checking how a file is created, writes data, and read.</p>
        <p>• # File path;
• path = "test_data.sec";
• test_text = " Test recording ";
• # Save;
• with open(path, "wb") as f:;
• f.write(encrypt(test_text));
• # Read with open(path, "rb") as f:;
• read_text = decrypt(f.read());
• assert test_text == read_text, "× Data not read correctly ";
• print("v Data is written and read without loss").
4. Data cleaning test. Checking how it works clear_user_data() completely deletes sensitive files.
• # Create test files;
• with open("user_id.sec", "wb") as f:;
• f.write(b"test") with open("event_log.sec", "wb") as f:;
• f.write(b"test");
• # Clear;
• clear_user_data();
• # Verify;
• assert not os.path.exists("user_id.sec") and not os.path.exists("event_log.sec"), "× Data not deleted ";
• print("v Files cleaned successfully ").</p>
        <p>5. Visual novel stability test. Verifying those multiple iterations of launch, selection, and exit pass
without errors in the logs
• Run - Select - Save - Exit - Rerun;
• Check that: ID is the same; events are logged; no errors Traceback;
• Automation tools (optional);
• pytest - if you move the test logic to a separate -.py file;
• Ren’Py console - using Shift+O to test functions while playing;
• Ren’Py logs (log.txt) - for testing calls.</p>
        <p>The results confirmed that the use of the symmetric AES algorithm in CFB mode provides accurate
content recovery, provided that the key and initialization vector are preserved Table 4.</p>
        <p>Validation of the unique user identifier was implemented in testing the UUID generation process,
which proved the compliance of the generated value with the RFC 4122 standard. The identifier was
created at the first launch and stored in encrypted form, ensuring user anonymity and the impossibility
of personal identification.</p>
        <p>The presence, creation and correct reading of encrypted files from the local file system was checked,
which was reflected in the file input/output testing. No cases of data loss or corruption were recorded. A
separate cleaning test was performed - the function to delete confidential files (user_id.sec, event_log.sec)
was successfully executed with each call, which indicates compliance with the principles of digital
hygiene.</p>
        <p>Scenario stability testing was performed by emulating a typical user scenario: multiple transitions
between sections of a visual novel, repeated launches, saving progress, checking the display of dynamic
content. All operations were performed stably, without critical errors. Information about key user
actions was correctly stored in encrypted form.</p>
        <p>As a result of testing, it can be summarized that the implemented mechanisms of encryption, event
logging, generation of a unique identifier and data cleaning meet the requirements for reliable
information systems that operate in an environment with limited access to the network. Such a model
of technical implementation is relevant for use in the field of education, in particular in the context
of gamified learning, where the priority is the protection of personal data of education seekers and
ensuring a safe digital space.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>As a result of a comprehensive analysis of the possibilities of the visual novel as an innovative means
of gamification of the educational process, it was proven that this format of the educational direction
contributes not only to increasing the motivation of students, but also allows integrating the components
of pedagogy, information security and digital ethics into a single interactive model. The creation of
a visual novel is considered as a complex process that covers technical, didactic and cyber hygiene
aspects - from software modeling to ensuring the protection of user data.</p>
      <p>Particular attention is paid to an in-depth analysis of the role of cyber hygiene as a critically important
component of a secure digital environment. The work emphasizes the need to adhere to such principles
as: protection of personal data, avoidance of surveillance, implementation of secure login mechanisms,
rejection of manipulative content and the formation of a culture of critical perception of information.
The technical implementation used Ren’Py, Easy Paint Tool SAI, Unity and Visual Studio Code tools,
and also implemented encryption mechanisms (AES-CFB), UUID generation, logging of user actions
and cleaning of traces of digital activity.</p>
      <p>The testing confirmed the stability and reliability of the implemented solution, its compliance with
secure coding recommendations (OWASP, NIST, ISO/IEC 27001), as well as the stability of functioning
during multiple user interactions. The constructed table of compliance of game components with the
principles of secure programming illustrates the practical application of theoretical guidelines of cyber
hygiene in educational content.</p>
      <p>A visual novel based on the work "The Glass Snail" demonstrates an example of modeling a digital
environment that not only visualizes educational material, but also develops a conscious attitude to
security in the information space. The applied methods can be adapted in educational practice by
teachers of digital disciplines, cybersecurity specialists, educational software developers and other
participants in the digital transformation of education.</p>
      <p>Thus, the results of the study are a relevant contribution to the development of new generation
gamified educational technologies based on a combination of interactivity, content and digital security.</p>
    </sec>
    <sec id="sec-5">
      <title>Declaration on Generative AI</title>
      <sec id="sec-5-1">
        <title>The authors have not employed any Generative AI tools.</title>
        <p>[13] O. A. Bobarchuk, S. M. Halchenko, S. O. Hnidenko, I. P. Zavadetskyi, Theoretical and practical
aspects of using artificial intelligence technologies in the field of sound design, in: Proceedings of
the 7th International Workshop on Augmented Reality in Education (AREdu 2024), Kryvyi Rih,
Ukraine, 2024, pp. 319–328. URL: https://ceur-ws.org/Vol-3918/paper350.pdf.
[14] OWASP Foundation, OWASP secure coding practices – Quick reference guide, https://owasp.org,
2023.
[15] National Institute of Standards and Technology (NIST), Security and privacy controls for
information systems and organizations, Technical Report NIST SP 800-53 Rev. 5, NIST, 2020. URL:
https://csrc.nist.gov/publications/detail/sp/800-53/rev-5/final.
[16] International Organization for Standardization, ISO/IEC 27001:2022 – Information security,
cybersecurity and privacy protection – Information security management systems, Geneva: ISO,
2022.</p>
      </sec>
    </sec>
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