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The use of videogames has become an established tool to educate users about various topics. Videogames can promote challenges, co-operation, engagement, motivation, and the development of problem-solving strategies, which are all aspects with an important educational potential. In this paper, we present the design and realization of CyberVR, a Virtual Reality (VR) videogame that acts as an interactive learning experience to improve the user awareness of cybersecurity-related issues. We report the results of a user study showing that CyberVR is equally effective but more engaging as learning method toward cybersecurity education than traditional textbook learning.
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Stored only when both papers are in the corpus — 36 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.