Gamifying Security Awareness: A New Prototype

被引:4
|
作者
Cole, John Russell [1 ]
Pence, Toni [1 ]
Cummings, Jeffrey [1 ]
Baker, Elizabeth [1 ]
机构
[1] Univ North Carolina Wilmington, Wilmington, NC 28403 USA
来源
HCI FOR CYBERSECURITY, PRIVACY AND TRUST | 2019年 / 11594卷
关键词
Virtual environment; Gamification; Security awareness;
D O I
10.1007/978-3-030-22351-9_8
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Data breaches within an organization have many causes. Social engineering attacks, ransom-ware applications and harmful spam email messages are data breach catalysts that are the result of human error. Human error is the leading cause of data breach and is also one of the more difficult factors for an organization to mitigate. Many users are unable to see how their role is impacted by organizational security policy, and therefor see no benefit to abide the policy. When employees use company devices to perform personal tasks, or use personal devices to perform business tasks, lines of ownership can be blurred and important organizational data assets can be put at risk. Training and awareness programs are too often treated as a bandage to fix a wound inflicted by a breach after the fact. If employees were trained effectively, the breach might not have occurred in the first place. This project and accompanying research paper will explore the gamification of the security training and awareness program. By developing role-based game modules to teach secure behavior to all organizational users, incentivizing secure behavior with real rewards that matter to participants and applying the training throughout the year, it can be possible to reinvent security awareness and prevent future data breaches.
引用
收藏
页码:115 / 133
页数:19
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