In Proceedings of International Conference on Computer Supported Education
The case for intergenerational serious games on cybersecurity awareness – a conceptual framework
As today's society becomes increasingly digitized, it is crucial for both seniors and young people to develop safe online behaviors. Based on previous research, this position paper explores how serious games can serve as an effective tool for intergenerational learning, enabling seniors to improve their cybersecurity skills while allowing young people to share their digital expertise. Collaboration between these two demographics can enhance their understanding of safe online practices and develop a supportive learning environment, becoming a crucial strategy to foster a digitally secure and socially connected society. Today’s society is becoming increasingly digitized, and many unprepared citizens fall prey to cybersecurity threats. For different reasons, developing safe online behaviors is a particular challenge for both older and younger generations. In this paper, we build on previous research to argue that intergenerational serious games can offer a promising educational approach to addressing this problem. We pose that, if carefully designed, a serious game that brings older and younger generations together can both enable older adults to improve their cybersecurity skills while sharing their life experience, and allow younger people to grow as they share their digital expertise. We discuss how playful collaboration between these two demographics may support the development of safe online practices. As a result, we propose a conceptual framework for the development of intergenerational digital safety learning through serious games, aimed and guiding the design and testing of such experiences. Finally, we recommend exploring and developing supportive learning environments as a means to foster a digitally secure and socially connected society.
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@inproceedings{bib:bernardino:2026,
author = { Bernardino, Iolanda and Bidarra, José and Bidarra, Rafael },
title = { The case for intergenerational serious games on cybersecurity awareness – a conceptual framework },
booktitle = { In Proceedings of International Conference on Computer Supported Education },
editors = { Edmundo Tovar, Tania Di Mascio },
year = { 2026 },
publisher = { INSTICC },
url = { https://publications.graphics.tudelft.nl/papers/816 },
}