###### Abstract
We believe that due to differences in social culture and socioeconomic status, knowledge of cybersecurity and social engineering, such as understanding of phishing, will vary substantially between teenagers. Some studies have attempted to make similar comparisons in adolescents, but only in developed countries [19, 21, 22, 23]. Little or no information is available in developing countries, such as those in Sub-Saharan Africa, where there are vast differences in living styles and classes. Additionally, those studies did not incorporate all phishing metrics in one package. As a departure from previous research, this study presents a mobile game that could teach teenagers about various phishing methods, how they are perpetrated, and how they can be avoided to protect their online safety in an African-themed environment. Our findings suggest that most teenagers (60.75%) use mobile devices, the internet (64.46%), email (74%), and social media platforms (92.6%). Furthermore, their socioeconomic and cultural disparities are related to their phishing knowledge (R = 0.56, \(p\) < 0.001). However, with greater variance in their social culture and economics, their level of knowledge is unpredictable. In this sense, if no intervention is provided, teenagers in our scope of experiment are more likely to fall victim to phishing attacks in the future [24]. In contrast, educational games have been proven to effectively teach diverse cybersecurity topics such as cautious and secure online habits, threats and attacks, malware, and other issues that compromise cybersecurity [25]. However, previous studies have only looked at one parameter of the phishing tactic. For example, [26] teaches how to detect phishing URLs, [19] examines user password behavior, and [27] teaches general cybersecurity concepts that are not specific to phishing. The proposed game incorporates several parameters of phishing scams used by attackers, such as short messages, email, and phone calls. We chose these parameters because in our first survey, most of the participants reported having experienced suspicious calls (52%), messages (70.5%), and emails (41.1%) compared to other techniques used to initiate phishing attacks. In addition, this game has covered the differences in social-economic and social culture. For social-economic reasons, the game will be available for free on the Google Play Store. Moreover, participants in this study preferred the game to be on Android mobile phones (59%) than other devices because Android mobile phones are relatively cheaper and are easily accessible to most groups of people. In addition, the game is developed with African contexts in mind for social culture, including the environment and objects used based on things familiar in the environments of participants. Therefore, we used African characters and African-themed environments to make it easier for participants to acquire the intended knowledge. The majority of teenagers, 99% of boys and 94% of girls, play video games [28] and it is estimated that teenagers spend more than 20 h a week playing games [29]. Therefore, we hypothesize that it could be easier to transfer knowledge through mobile games than traditional methods such as books, notes, and lectures.