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<ArticleSet>
  <Article>
    <Journal>
      <PublisherName>IJIRCSTJournal</PublisherName>
      <JournalTitle>International Journal of Innovative Research in Computer Science and Technology</JournalTitle>
      <PISSN>I</PISSN>
      <EISSN>S</EISSN>
      <Volume-Issue>Volume 14 Issue 3</Volume-Issue>
      <PartNumber/>
      <IssueTopic>Computer Science</IssueTopic>
      <IssueLanguage>English</IssueLanguage>
      <Season>May - June 2026</Season>
      <SpecialIssue>N</SpecialIssue>
      <SupplementaryIssue>N</SupplementaryIssue>
      <IssueOA>Y</IssueOA>
      <PubDate>
        <Year>2026</Year>
        <Month>06</Month>
        <Day>02</Day>
      </PubDate>
      <ArticleType>Computer Sciences</ArticleType>
      <ArticleTitle>A Gamified Phishing Awareness Simulator for Senior Citizens</ArticleTitle>
      <SubTitle/>
      <ArticleLanguage>English</ArticleLanguage>
      <ArticleOA>Y</ArticleOA>
      <FirstPage>65</FirstPage>
      <LastPage>74</LastPage>
      <AuthorList>
        <Author>
          <FirstName>Bhoomi Chavan</FirstName>          
          <AuthorLanguage>English</AuthorLanguage>
          <Affiliation/>
          <CorrespondingAuthor>Y</CorrespondingAuthor>
          <ORCID/>
                      <FirstName>Harshad Lokhande</FirstName>          
          <AuthorLanguage>English</AuthorLanguage>
          <Affiliation/>
          <CorrespondingAuthor>N</CorrespondingAuthor>
          <ORCID/>
                    <FirstName>Kshitij Gedam</FirstName>          
          <AuthorLanguage>English</AuthorLanguage>
          <Affiliation/>
          <CorrespondingAuthor>N</CorrespondingAuthor>
          <ORCID/>
                    <FirstName>Mrunal Kale</FirstName>          
          <AuthorLanguage>English</AuthorLanguage>
          <Affiliation/>
          <CorrespondingAuthor>N</CorrespondingAuthor>
          <ORCID/>
           
        </Author>
      </AuthorList>
      <DOI>https://doi.org/10.55524/ijircst.2026.14.3.8</DOI>
      <Abstract>This study outlines a gaming-based phishing attack simulator tailored for senior citizens, in view of the fast-growing instances of cybercrimes in which the elderly have problems detecting phishing scams in the form of scamming letters, emails, and phone calls. The proposed solution is a web application that features practical scam stories to test users. Decision-making is a crucial step in the game, and users need to take decisions based on the knowledge acquired. Immediate feedback is provided, accompanied by an explanation about the right course of action to take to avoid phishing attacks. The app will be used to track user progress and improve knowledge. This project seeks to ensure senior citizens are aware of cybersecurity and feel confident using their gadgets without fear of being scammed.</Abstract>
      <AbstractLanguage>English</AbstractLanguage>
      <Keywords>Cybersecurity Awareness, Gamification, Senior Citizens, Web Application, Phishing, Cyber threat</Keywords>
      <URLs>
        <Abstract>https://ijircst.org/abstract.php?article_id=1466</Abstract>
      </URLs>      
    </Journal>
  </Article>
</ArticleSet>