Of all participants, 76 % self-identified as male, 19 % as female, and 4 % as non-binary. The participants were on average 27 years old ( σ = 7.2).
#Wildstar 2 step verification not working full
The full question set of both surveys can be found in the Appendix.įor our gaming-related sample, we could collect 594 data sets, from which 462 were valid. To counter-balance our participant’s mental load of this extended survey, we chose to change our Likert-scale questions from 7-point to 5-point, trading a finer resolution with (hopefully) more accurate answers. In addition, questions and answer options regarding incentives were modified to include not only gaming-related options. This was a conscious decision because most of the games who employ 2FA mechanics are PC-centered or even exclusive, such as World of Warcraft.
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We specifically asked about Valve and Steam, which might be best known to PC gamers, but less likely to console or mobile gamers. These were added in order to be able to better differentiate between users that were similar to the participants of the first study, e.g., having an affinity for video games and maybe already familiar with incentives, or if they were part of a more general population. įor the general audience, some modifications were made to the survey.įirst, a question about the term valve was included with different possible meanings provided to test whether or not the person would recognize it as the company behind the game marketplace Steam, followed by a second question that directly asked if the user enjoys playing video games. In fact, there is a huge market for valuable accounts as just buying a high-leveled status saves other users much time.ĭue to this, video game accounts are often targeted by malicious actors. One hypothesis might be that users who play video games might tend to be more interested in IT and security mechanisms and are therefore faster to comply and activate 2FA.Īnother reason could be that the accounts in this sector often do not only contain monetary value as players bought games, premium currency, or items but also that players might have spent hundreds of hours to establish a rank or a well-working game status that is often very desired by criminals. We argue that there are no obvious reasons why other sectors did not yet adopt incentives in the same way the gaming business did. visual benefits such as virtual pets or gameplay advantages such as premium currency or access to special ingame vendors (see Figure 1 for examples).įor most of these incentives, two rules apply: 1) They can only be received by complying and adopting 2FA, and 2) if the player chooses to deactivate 2FA again, the rewards are withdrawn from their access.
This is especially widespread in the gaming sector and only very rarely found with other companies. In the past there have been attempts to increase the 2FA adoption rates by offering rewards to users who choose to do so. Indicate that well-chosen incentives have the potential to lead to more usersĪdopting 2FA, even outside of the gaming context. Modifications, which are the most popular type of gaming-related incentives,Īre not as popular in non-gaming contexts. In addition, weĬonducted three focus group interviews to evaluate various incentive designsįor both, the gaming context and the non-gaming context. Recruiting gamers and one recruiting from a general population. How they can be applied to non-gaming contexts. This paper, we evaluate the effectiveness of these incentives and investigate Modifications to the player's avatar's appearance, if players utilize 2FA.
Online gaming has adopted an interestingĪpproach to drive adoption: Games offer small rewards such as visual (2FA) is a mechanism which could help mitigate this problem, however adoption Account security is an ongoing issue in practice.