  Security exploits can include cyber threats such as computer programs that
can disturb the normal behavior of computer systems (viruses), unsolicited
e-mail (spam), malicious software (malware), monitoring software (spyware),
attempting to make computer resources unavailable to their intended users
(Distributed Denial-of-Service or DDoS attack), the social engineering, and
online identity theft (phishing). One such cyber threat, which is particularly
dangerous to computer users is phishing. Phishing is well known as online
identity theft, which targets to steal victims' sensitive information such as
username, password and online banking details. This paper focuses on designing
an innovative and gamified approach to educate individuals about phishing
attacks. The study asks how one can integrate self-efficacy, which has a
co-relation with the user's knowledge, into an anti-phishing educational game
to thwart phishing attacks? One of the main reasons would appear to be a lack
of user knowledge to prevent from phishing attacks. Therefore, this research
investigates the elements that influence (in this case, either conceptual or
procedural knowledge or their interaction effect) and then integrate them into
an anti-phishing educational game to enhance people's phishing prevention
behaviour through their motivation.
