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Successful Gamification of Cybersecurity Training
Tommy van Steen1, Julia R A Deeleman1,2
1Institute of Security and Global Affairs, Leiden University, The Hague, The Netherlands.
A cybersecurity serious game effectively improved user security behaviors and attitudes. This training approach showed higher self-reported scores in attitudes, perceived behavioral control, intentions, and behavior compared to non-cybersecurity games.
Area of Science:
- Cybersecurity
- Behavioral Science
- Human-Computer Interaction
Background:
- The behavioral aspect of cybersecurity is crucial for organizational security.
- Traditional awareness campaigns distributing information are often ineffective.
- Human actions can either enhance or compromise digital security.
Purpose of the Study:
- To design and evaluate a cybersecurity serious game for effective training.
- To compare the game's effectiveness against non-cybersecurity games.
- To measure changes in the theory of planned behavior constructs.
Main Methods:
- Developed a cybersecurity serious game for training purposes.
- Conducted an experimental study comparing the game with two control groups (non-cybersecurity game with and without information).
- Utilized the theory of planned behavior (TPB) to measure outcomes.
Main Results:
- The cybersecurity game significantly increased self-reported attitudes, perceived behavioral control, intentions, and behavior.
- Compared to both control groups, the cybersecurity game demonstrated superior results.
- A significant effect on subjective norms was observed only when compared to a non-cybersecurity game without additional information.
Conclusions:
- Cybersecurity serious games are an effective tool for enhancing user security awareness and behavior.
- Gamified learning experiences can positively influence the components of the theory of planned behavior.
- This approach offers a promising alternative to traditional, less effective cybersecurity awareness methods.
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