Gamification in workforce training: Improving employees ' self-efficacy and information security and data protection behaviours

被引:6
作者
Bitrian, Paula [1 ]
Buil, Isabel [2 ]
Catalan, Sara [1 ]
Merli, Dominik [3 ]
机构
[1] Univ Zaragoza, Fac Business & Econ, Gran Via 2, Zaragoza 50005, Spain
[2] Econ Univ Zaragoza, Fac Business, Maria de Luna S-N,Edificio Lorenzo Normante, Zaragoza 50018, Spain
[3] Augsburg Univ Appl Sci, Fac Comp Sci, Hsch 1, D-86161 Augsburg, Germany
关键词
Gamification; E; -training; Information security; Data protection; Information system success; Phishing; TECHNOLOGY ACCEPTANCE; SYSTEMS SUCCESS; CYBER SECURITY; PERCEIVED EASE; SERIOUS GAMES; MCLEAN MODEL; PLS-SEM; DESIGN; DETERMINANTS; SATISFACTION;
D O I
10.1016/j.jbusres.2024.114685
中图分类号
F [经济];
学科分类号
02 ;
摘要
This research aims to address two questions: (1) how can gamification strategies increase success of e-training systems and enhance employees' information security and data protection self-efficacy? and (2) do gamified etraining systems improve employees' information security and data protection behaviours? Drawing on the information systems success literature, this research offers new insights into gamified information security and data protection e-trainings through two studies. Study 1 analyses the perceptions of 1,178 employees of an international company using structural equation modelling. The results show that gamification significantly influences information quality, system quality and enjoyment which, in turn, increase perceived usefulness and satisfaction. Perceived usefulness also enhances satisfaction, and both variables improve security self-efficacy. Study 2 investigates the employees' behaviours by analysing their responses to phishing. The results confirm that gamified e-training improves employees' security behaviours, as it reduces the percentage of employees who click on a phishing attack and promotes positive reactions.
引用
收藏
页数:19
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