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2019 | OriginalPaper | Buchkapitel

Gamifying Security Awareness: A New Prototype

verfasst von : John Russell Cole, Toni Pence, Jeffrey Cummings, Elizabeth Baker

Erschienen in: HCI for Cybersecurity, Privacy and Trust

Verlag: Springer International Publishing

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Abstract

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.

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Metadaten
Titel
Gamifying Security Awareness: A New Prototype
verfasst von
John Russell Cole
Toni Pence
Jeffrey Cummings
Elizabeth Baker
Copyright-Jahr
2019
DOI
https://doi.org/10.1007/978-3-030-22351-9_8