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Using a game to explore notions of responsibility for cyber security in organisations

Using a game to explore notions of responsibility for cyber security in organisations
Using a game to explore notions of responsibility for cyber security in organisations

Improving the cyber literacy of employees reduces a company's risk of cyber security breach. Game-based methods are found to be more effective in teaching users how to avoid fraudulent phishing links than traditional learning material such as videos and text. This paper reports on the development of a mobile app designed to improve cyber literacy and provoke users' perceptions of who is responsible for cyber security in organisations. Based on a preliminary trial with 17 participants, we investigated users perceptions of a tongue-in-cheek, provocative cyber security awareness game where users' jobs depend on their aptitude for protecting their organisations' cyber security. Findings suggest that users accepted the high responsibility levelled upon them in the game and that ludic elements hold promise for engagement and increasing users' cyber awareness.

Cyber Security Awareness, Gamification, Mobile Learning
1-6
ACM
Filipczuk, Dorota
582b73c6-5445-4679-88b5-15d8e1234679
Mason, Charles
45baa675-1974-4c11-bf5a-eb208b51574e
Snow, Stephen
1ba928e0-a4d7-4392-ae59-31ac8467eb94
Filipczuk, Dorota
582b73c6-5445-4679-88b5-15d8e1234679
Mason, Charles
45baa675-1974-4c11-bf5a-eb208b51574e
Snow, Stephen
1ba928e0-a4d7-4392-ae59-31ac8467eb94

Filipczuk, Dorota, Mason, Charles and Snow, Stephen (2019) Using a game to explore notions of responsibility for cyber security in organisations. In CHI EA 2019 - Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. ACM. pp. 1-6 . (doi:10.1145/3290607.3312846).

Record type: Conference or Workshop Item (Paper)

Abstract

Improving the cyber literacy of employees reduces a company's risk of cyber security breach. Game-based methods are found to be more effective in teaching users how to avoid fraudulent phishing links than traditional learning material such as videos and text. This paper reports on the development of a mobile app designed to improve cyber literacy and provoke users' perceptions of who is responsible for cyber security in organisations. Based on a preliminary trial with 17 participants, we investigated users perceptions of a tongue-in-cheek, provocative cyber security awareness game where users' jobs depend on their aptitude for protecting their organisations' cyber security. Findings suggest that users accepted the high responsibility levelled upon them in the game and that ludic elements hold promise for engagement and increasing users' cyber awareness.

Full text not available from this repository.

More information

e-pub ahead of print date: 4 May 2019
Venue - Dates: 2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019, Glasgow, United Kingdom, 2019-05-04 - 2019-05-09
Keywords: Cyber Security Awareness, Gamification, Mobile Learning

Identifiers

Local EPrints ID: 432301
URI: https://eprints.soton.ac.uk/id/eprint/432301
PURE UUID: 264a339c-9a49-497f-ad75-eb270c34455a

Catalogue record

Date deposited: 09 Jul 2019 16:30
Last modified: 09 Jul 2019 16:30

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