###### Abstract  
Recently, phishing attacks have been increasing tremendously, and attackers discover new techniques every day to deceive users. With the advancement of technology, teenagers are considered the most technologically advanced generation, having grown up with the availability of the internet and mobile devices. However, as end-users, they are also considered the weakest link for these attacks to be successful, as they still show poor cybersecurity hygiene and practices. Despite several efforts to educate and provide awareness on the prevention of phishing attacks, less has been done to develop tools to educate teenagers about protecting themselves from phishing attacks considering their differences in social-economic and social culture. This research contributes a customized educational mobile game that fits the African context due to the participants' existing differences in social-economic and social culture. We initially conducted a survey to assess teenagers' phishing and cybersecurity knowledge in secondary schools categorized as international, private, and government schools. We then developed a customized mobile game based on the African context taking into consideration participants' differences in social-economic and social culture. We compared the performance of phishing knowledge of teenagers using a game and a traditional teaching method. The traditional teaching method was presented by the reading notes method. The results revealed that teenagers' phishing and cybersecurity knowledge differs based on their socioeconomic and social culture. For instance, international, private scholars, and those who live in urban areas have better phishing knowledge than those from government schools and those who live in rural areas. On the other hand, participants who had a poor performance in the first assessment improved their knowledge after playing the game. In addition, participants who played the game had retained their phishing knowledge more, two weeks later, than their counterparts who read only notes. phishing; teenagers; cybersecurity; customized mobile game 20 April 202202015 June 202202202015 June 20220202015 June 202202  
of children under 12 years of age have smartphones [7]. On the other hand, in Tanzania, about 50% of the teenagers reported having their own mobile phones, where almost 60% own SIM cards. Those who own SIM cards report borrowing or renting phones from friends and parents. Furthermore, about 76% admitted using mobile phones at home, and 86% reported having an internet connection [8]. Again, mobile phone usage is based on shared access [9]. Therefore, teenagers use mobile phones to engage in online activities such as social networking, playing games, and watching videos on sites such as YouTube and Vimeo due to the interactive capabilities of the mobile phone and the low cost of the internet [5]. However, the extensive use of social networks by teenagers has created privacy and security issues [10]. According to [5,11], teenagers are still characterized by poor cybersecurity hygiene and practices; therefore, as end-users, they are the weakest link for these attacks to succeed. As a result, this group becomes a potential victim and is vulnerable to cyberattacks [12]. This calls for attention towards educating teenagers about various cyberattacks, including phishing attacks [13]. Phishing is a social engineering attack in which criminals impersonate a trusted third party to persuade people to visit fraudulent websites or download malicious attachments or links [14]. These actions compromise the security of individuals and organizations. Phishing attacks could be initiated using deceptive email addresses or instant messages that appear to be from trusted sources, leading them to click on malicious links [15]. Attacks are based on a combination of tactics that influence human decision-making through authority, time pressure, and polite tones.