Skip to main content

Design of an Agent-Based Learning Environment for High-Risk Doorstep Scam Victims

  • Conference paper
  • First Online:
Highlights of Practical Applications of Agents, Multi-Agent Systems, and Complexity: The PAAMS Collection (PAAMS 2018)

Abstract

Doorstep scams are scams, often happening at the front door, in which a con artist has a convincing, but fraudulent, story with the purpose of coming into your house and/or stealing money. Various campaigns to educate people exist, but they do not focus on the verbal skills people can use to prevent themselves from becoming a victim. This paper describes the conceptual design of a proposed training application. This application will provide an agent-based learning environment for high-risk doorstep scam victims. In order to create a training application, field research has been done to the content and progress of doorstep scams, which is used to create interactive scenarios.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    www.citizensadvice.org.uk/about-us/campaigns/current_campaigns/scams-awareness-month/.

  2. 2.

    www.kbo-pcob.nl.

  3. 3.

    Definition based on: en.wikipedia.org/wiki/Phishing.

  4. 4.

    Definition based on: en.wikipedia.org/wiki/Social_engineering_(security).

  5. 5.

    Definition: dictionary.cambridge.org/dictionary/english/assertive.

  6. 6.

    www.unity3d.com/.

  7. 7.

    www.reallusion.com/iclone/.

  8. 8.

    www.facewaretech.com.

References

  1. Bellack, A.S., Hersen, M., Turner, S.M.: Role-play tests for assessing social skills: are they valid? Behav. Ther. 9(3), 448–461 (1978)

    Article  Google Scholar 

  2. Blendinger, K.: Tablet-applications for the elderly: specific usability guidelines, p. 117 (2015)

    Google Scholar 

  3. Bosse, T., Gerritsen, C.: Towards serious gaming for communication training - a pilot study with police academy students. In: Poppe, R., Meyer, J.-J., Veltkamp, R., Dastani, M. (eds.) INTETAIN 2016 2016. LNICST, vol. 178, pp. 13–22. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-49616-0_2

    Chapter  Google Scholar 

  4. Bosse, T., Gerritsen, C., De Man, J.: An intelligent system for aggression de-escalation training. In: ECAI, pp. 1805–1811 (2016)

    Google Scholar 

  5. Chua, P.H., Jung, Y., Lwin, M.O., Theng, Y.L.: Let’s play together: effects of video-game play on intergenerational perceptions among youth and elderly participants. Comput. Hum. Behav. 29(6), 2303–2311 (2013)

    Article  Google Scholar 

  6. Eisler, R.M., Hersen, M., Miller, P.M., Blanchard, E.B.: Situational determinants of assertive behaviors. J. Consult. Clin. Psychol. 43(3), 330–340 (1975)

    Article  Google Scholar 

  7. Eisler, R.M., Miller, P.M., Hersen, M.: Components of assertive behavior. J. Clin. Psychol. 29(3), 295–299 (1973)

    Article  Google Scholar 

  8. Formolo, D., Bosse, T.: Human vs. computer performance in voice-based recognition of interpersonal stance. In: Kurosu, M. (ed.) HCI 2017. LNCS, vol. 10271, pp. 672–686. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-58071-5_51

    Chapter  Google Scholar 

  9. Goh, D.H., Ang, R.P., Tan, H.C.: Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents. Comput. Hum. Behav. 24(5), 2217–2235 (2008)

    Article  Google Scholar 

  10. Greitzer, F.L.: Ingredients of effective and engaging online learning (2005)

    Google Scholar 

  11. Jeuring, J., et al.: Communicate! — a serious game for communication skills —. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, É. (eds.) EC-TEL 2015. LNCS, vol. 9307, pp. 513–517. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-24258-3_49

    Chapter  Google Scholar 

  12. Konstantinidis, E.I., Billis, A.S., Mouzakidis, C.A., Zilidou, V.I., Antoniou, P.E., Bamidis, P.D.: Design, implementation, and wide pilot deployment of FitForAll: an easy to use exergaming platform improving physical fitness and life quality of senior citizens. IEEE J. Biomed. Health Inform. 20(1), 189–200 (2016)

    Article  Google Scholar 

  13. Maslow, A.H.: Motivation and Personality, 3rd edn. Revised by: Frager, R., Fadiman, J., McReynolds, C., Cox, R. Harper and Row Publishers Inc., New York (1987)

    Google Scholar 

  14. McFall, R.M., Lillesand, D.B.: Behavior rehearsal with modeling and coaching in assertion training. J. Abnorm. Psychol. 77(3), 313–23 (1971)

    Article  Google Scholar 

  15. van der Meer, P.A.M.: Onderzoeksrapport Veiligheid 2017 (version 1.0). Technical report Commissioned by KBO-PCOB (2017)

    Google Scholar 

  16. Miller-Day, M.A., Alberts, J., Hecht, M.L., Trost, M.R., Krizek, R.L.: Adolescent Relationships and Drug Use. Lawrence Erlbaum Associates, London (2014)

    Google Scholar 

  17. Nichols, T.R., Birnel, S., Graber, J.A., Brooks-Gunn, J., Botvin, G.J.: Refusal skill ability: an examination of adolescent perceptions of effectiveness. J. Primary Prevent. 31(3), 127–37 (2010)

    Article  Google Scholar 

  18. Nichols, T.R., Graber, J.A., Brooks-Gunn, J., Botvin, G.J.: Ways to say no: refusal skill strategies among urban adolescents. Am. J. Health Behav. 30(3), 227–236 (2006)

    Article  Google Scholar 

  19. Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Akitsuki, Y., Shigemune, Y., Sekiguchi, A., Kotozaki, Y., Tsukiura, T., Yomogida, Y., Kawashima, R.: Brain training game improves executive functions and processing speed in the elderly: a randomized controlled trial. PLoS ONE 7(1), e29676 (2012)

    Article  Google Scholar 

  20. Rathus, S.A.: An experimental investigation of assertive training in a group setting. J. Behav. Ther. Exp. Psychiatry 3(2), 81–86 (1972)

    Article  Google Scholar 

  21. Robila, S.A., Ragucci, J.W.: Don’t be a phish: steps in user education. ACM SIGCSE Bull. 38, 237–241 (2006)

    Article  Google Scholar 

  22. Rosenberg, D., Depp, C.A., Vahia, I.V., Reichstadt, J., Palmer, B.W., Kerr, J., Norman, G., Jeste, D.V.: Exergames for subsyndromal depression in older adults: a pilot study of a novel intervention. Am. J. Geriatr. Psychiatry 18(3), 221–226 (2010)

    Article  Google Scholar 

  23. Schoene, D., Lord, S.R., Delbaere, K., Severino, C., Davies, T.A., Smith, S.T.: A randomized controlled pilot study of home-based step training in older people using videogame technology. PLoS ONE 8(3), e57734 (2013)

    Article  Google Scholar 

  24. Senger, J., et al.: Serious gaming: enhancing the quality of life among the elderly through play with the multimedia platform SilverGame. In: Wichert, R., Eberhardt, B. (eds.) Ambient Assisted Living. ATSC, pp. 317–331. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-27491-6_23

    Chapter  Google Scholar 

  25. Shang-Ti, C., Chiang, I.T., Liu, E.Z.F., Chang, M.: Effects of improvement on selective attention: developing appropriate somatosensory video game interventions for institutional-dwelling elderly with disabilities. Turk. Online J. Educ. Technol. 11(4), 409–417 (2012)

    Google Scholar 

  26. Siang, A.C., Radha Krishna, R.: Theories of learning: a computer game perspective. In: 2003 Proceedings Fifth International Symposium on Multimedia Software Engineering, pp. 239–245 (2003)

    Google Scholar 

  27. Srikwan, S., Jakobsson, M.: Using cartoons to teach internet security. Cryptologia 32(2), 137–154 (2008)

    Article  Google Scholar 

  28. Tanaka, H., Sakti, S., Neubig, G., Toda, T., Negoro, H., Iwasaka, H., Nakamura, S.: Teaching social communication skills through human-agent interaction. ACM Trans. Interact. Intell. Syst. 6(2), 1–26 (2016)

    Article  Google Scholar 

  29. Taylor, L.M., Maddison, R., Pfaeffli, L.A., Rawstorn, J.C., Gant, N., Kerse, N.M.: Activity and energy expenditure in older people playing active video games. Arch. Phys. Med. Rehabil. 93(12), 2281–2286 (2012)

    Article  Google Scholar 

  30. Vaassen, F., Wauters, J., Van Broeckhoven, F., Van Overveldt, M., Daelemans, W., Eneman, K.: deLearyous: training interpersonal communication skills using unconstrained text input. In: Proceedings of the European Conference on Games Based Learning, pp. 505–513 (2012)

    Google Scholar 

  31. Whitlock, L.A., McLaughlin, A.C., Allaire, J.C.: Individual differences in response to cognitive training: using a multi-modal, attentionally demanding game-based intervention for older adults. Comput. Hum. Behav. 28(4), 1091–1096 (2012)

    Article  Google Scholar 

  32. Winship, B.J., Kelley, J.D.: A verbal response model of assertiveness. J. Couns. Psychol. 23(3), 215–220 (1976)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Laura M. van der Lubbe .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

van der Lubbe, L.M., Bosse, T., Gerritsen, C. (2018). Design of an Agent-Based Learning Environment for High-Risk Doorstep Scam Victims. In: Bajo, J., et al. Highlights of Practical Applications of Agents, Multi-Agent Systems, and Complexity: The PAAMS Collection. PAAMS 2018. Communications in Computer and Information Science, vol 887. Springer, Cham. https://doi.org/10.1007/978-3-319-94779-2_29

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-94779-2_29

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-94778-5

  • Online ISBN: 978-3-319-94779-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics