This capstone project addresses an urgent need in society through an innovative approach: a role-playing mobile game designed to teach users, particularly seniors and non-tech professionals, about social engineering and other cybersecurity threats. Our research centers on the question: “How effective is gamification, specifically a role-playing mobile game, in improving cybersecurity awareness and defense skills among seniors?”

This study builds upon existing research in gamification, adult learning theory, and cybersecurity education. By leveraging the engaging nature of mobile games and the immersive qualities of role-playing scenarios, we aim to create an effective learning tool. The results of this research could significantly impact both theoretical understanding and practical application in the field. Our research will contribute to theories on gamification, adult learning theory, and cybersecurity awareness, potentially establishing a new paradigm for cybersecurity education. The primary beneficiaries of this work will include cybersecurity researchers, educational technologists, policymakers focused on elder protection, and organizations dedicated to digital literacy.

Our findings could influence future research programs by demonstrating the efficacy of immersive, scenario-based learning in cybersecurity, potentially advancing studies on gamified approaches for other vulnerable demographics. From a policy perspective, the success of this model could advance government initiatives on cybersecurity education, potentially leading to the integration of more similar game-based learning tools in public awareness campaigns. Furthermore, the research outcomes may influence practices in various areas such as elder care facilities, libraries, and community centers, encouraging the adoption of new engaging, interactive methods for teaching cybersecurity. Ultimately, by improving cybersecurity awareness, our work could significantly reduce the incidence of social engineering attacks on seniors, contributing to a safer digital environment for this vulnerable population.