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Security Awareness and Training (SAT) programs are commonly put in place to reduce risk related to insecure behaviour among employees. There are however studies questioning how effective SAT programs are in terms of improving end-user behaviours. In this context, we have explored the potential of applying the concept of gamification – i.e. using game mechanics – to increase motivation and learning outcomes. An interactive SAT prototype application was developed, based on interviews with security experts and a workshop with regular employees at two companies. The prototype was tested by employees in a second workshop. Our results indicate that gamification has potential for use in SAT programs, in terms of potential strengths in areas where current SAT efforts are believed to fail. There are however significant pitfalls one must avoid when designing such applications, and more research is needed on long-term effects of a gamified SAT application.
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Eyvind Garder B. Gjertsen
Erlend Andreas Gjære
SINTEF
Maria Bartnes
Norwegian University of Science and Technology
Norwegian University of Science and Technology
SINTEF
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Gjertsen et al. (Sun,) studied this question.
synapsesocial.com/papers/69ffc20ae4618ba4162d8ed9 — DOI: https://doi.org/10.5220/0006128500590070