Cyber Suraksha: a card game for smartphone security awareness

被引:3
|
作者
Shah, Pintu [1 ]
Agarwal, Anuja [2 ]
机构
[1] Narsee Monjee Inst Management Studies, Dept Informat Technol, Mumbai, India
[2] Narsee Monjee Inst Management Studies, Dept Technol Management, Mumbai, India
关键词
Cybersecurity awareness; Serious games; Game-based learning; Smartphone user; Fogg behaviour model; Constructive learning theory; FEAR APPEALS; DESIGN; USERS; BEHAVIORS;
D O I
10.1108/ICS-05-2022-0087
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
PurposeThe frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a promising approach for implementing security education, training and awareness program. In this paper, the researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active learning environment for the players. This paper aims to provide the details of the design and evaluation of the game using a between-subjects design. Design/methodology/approachThe researchers have used constructive learning theory and the Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers evaluated the game using a between-subjects design. The participants' responses in the control and intervention groups were collected using the risk behaviour diagnosis scale. Pearson's Chi-Square test with a 5% significance level was used to test the hypotheses. FindingsThe results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively motivates users to adopt the recommended security control for the targeted behaviour. The results indicate that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour. The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving cybersecurity awareness. Research limitations/implicationsThe generalizability of the study is limited because the sample size is small compared to the total number of smartphone users in India, and only students from computer/IT UG programs in India are used as participants in this study. Practical implicationsThis study uses hope and a fear appeal to design an effective serious game. It also demonstrates using the FBM and constructive learning principles for effective serious game design. Cyber Suraksha is effective for the student group and may be tested with other age groups. Originality/valueTo the researchers' knowledge, there are no serious games for cybersecurity awareness focusing on the threats faced by smartphone users based on FBM and constructive learning theory. This research used hope along with a fear appeal to motivate smartphone users to adopt recommended security controls.
引用
收藏
页码:576 / 600
页数:25
相关论文
共 50 条
  • [1] A video game for cyber security training and awareness
    Cone, Benjamin D.
    Irvine, Cynthia E.
    Thompson, Michael F.
    Nguyen, Thuy D.
    [J]. COMPUTERS & SECURITY, 2007, 26 (01) : 63 - 72
  • [2] Riskio: A Serious Game for Cyber Security Awareness and Education
    Harta, Stephen
    Margheri, Andrea
    Paci, Federica
    Sassonea, Vladimiro
    [J]. COMPUTERS & SECURITY, 2020, 95
  • [3] Smartphone Cyber Security Awareness in Developing Countries: A Case of Thailand
    Calderwood, Feren
    Popova, Iskra
    [J]. EMERGING TECHNOLOGIES FOR DEVELOPING COUNTRIES, 2019, 260 : 79 - 86
  • [4] Cyber security training and awareness through game play
    Cone, Benjamin D.
    Thompson, Michael F.
    Irvine, Cynthia E.
    Nguyen, Thuy D.
    [J]. SECURITY AND PRIVACY IN DYNAMIC ENVIRONMENTS, 2006, 201 : 431 - +
  • [5] CyberKids: video game for raising cyber security awareness in children
    Perez, Juan
    Torres, Romina
    von Brand, Sven
    [J]. 2020 39TH INTERNATIONAL CONFERENCE OF THE CHILEAN COMPUTER SCIENCE SOCIETY (SCCC), 2020,
  • [6] SEC-GAME: A Minigame Collection for Cyber Security Awareness
    Del Giudice, Nicola
    Marcantoni, Fausto
    Marcelletti, Alessandro
    Moschella, Francesco
    [J]. ENTERTAINMENT COMPUTING, ICEC 2023, 2023, 14455 : 365 - 370
  • [7] Cyber Security Situational Awareness
    Tianfield, Huaglory
    [J]. 2016 IEEE INTERNATIONAL CONFERENCE ON INTERNET OF THINGS (ITHINGS) AND IEEE GREEN COMPUTING AND COMMUNICATIONS (GREENCOM) AND IEEE CYBER, PHYSICAL AND SOCIAL COMPUTING (CPSCOM) AND IEEE SMART DATA (SMARTDATA), 2016, : 782 - 787
  • [8] Delegate the smartphone user? Security awareness in smartphone platforms
    Mylonas, Alexios
    Kastania, Anastasia
    Gritzalis, Dimitris
    [J]. COMPUTERS & SECURITY, 2013, 34 : 47 - 66
  • [9] DEVELOP 'CYBER READY' AWARENESS GAME
    Catalui, D.
    [J]. 12TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED), 2018, : 1196 - 1196
  • [10] Smartphone Security Awareness: Time to Act
    Al-Hadadi, Mubarak
    Al Shidhani, Ali
    [J]. PROCEEDINGS OF THE 2013 INTERNATIONAL CONFERENCE ON CURRENT TRENDS IN INFORMATION TECHNOLOGY (CTIT), 2013, : 166 - 171