Gamification for Privacy and Security Education, Training and Awareness

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    Background:

    As society increasingly relies on Internet services like online banking and e-commerce, the exchange of sensitive personal information, including home addresses and credit card details, has become commonplace. Accordingly, the risk of privacy breaches, as seen in recent incidents involving Facebook (LINK) and T-Mobile (LINK), has grown. Many of these security incidents stem from a lack of user awareness, highlighting the need for more effective educational approaches to enhance security behavior. Traditional educational methods, such as lectures and workshops, often fall short in enhancing security behavior due to their passive nature, lack of engagement, or a one-size-fits-all approach that fails to address diverse learning preferences. Gamification, which utilizes design elements from video games in non-gaming contexts, has been successfully employed in various educational settings to increase motivation and retention. Integrating gamification into privacy and security education offers a promising approach to actively involving users and sustaining their motivation.

     

    Objective(s):

    This is an umbrella topic since topics of interest change rapidly. A specific topic will be selected during the first meeting. Possible topics include, but are not limited to:

    • Literature review on gamification in educational systems for privacy and security.
    • Design of surveys or workshops for investigating the effects of gamification in educational systems for privacy and security.

     

    Introductory literature:

    • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International journal of information management, 45, 191-210.
    • Scholefield, S., & Shepherd, L. A. (2019). Gamification techniques for raising cyber security awareness. In HCI for Cybersecurity, Privacy and Trust: First International Conference, HCI-CPT 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings 21 (pp. 191-203). Springer International Publishing.
    • Chen, H., Zhang, Y., Zhang, S., & Lyu, T. (2023). Exploring the role of gamified information security education systems on information security awareness and protection behavioral intention. Education and Information Technologies, 28(12), 15915-15948.
    • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018. CEUR-WS.