Gamification to Empower Information Security Education

Alessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht, Mario Spatafora, Kamelia Stefanova

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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    Abstract

    47% of the world population uses the internet daily, and access is growing also in less developed countries (LDCs). As a consequence, a total of almost 1 billion households in the world have internet access, of which 48 million belong from LDCs (ITU, 2016). A large proportion of internet users are teenagers, who often are not aware of all the risks related to sharing private information through the Internet using for instance social networks. This paper summarizes how much time students pass online, in what activities they prefer to be involved, which risks they are confronted with, and what can be done to reduce them. The solution we propose isan investment on the teacher level, recognized here as a key figure to be trained to become I (information) Secure Agent via an online course. The course will follow a gamified approach for empowering information security education. Our assumption is that gamification will have positive effects on participants’ engagement and goal achievement
    Original languageEnglish
    Title of host publicationProceedings of the 1st International GamiFIN Conference
    EditorsPauliina Tuomi, Arttu Perttula
    Pages32-38
    Volume1857
    ISBN (Electronic)1613-0073
    Publication statusPublished - 14 Jun 2017
    EventInternational GamiFIN Conference 2017 - Pori, Finland
    Duration: 9 May 201710 May 2017
    Conference number: 1

    Publication series

    SeriesCEUR Workshop Proceedings (CEUR-WS.org)

    Conference

    ConferenceInternational GamiFIN Conference 2017
    Abbreviated titleGamiFIN 2017
    Country/TerritoryFinland
    CityPori
    Period9/05/1710/05/17

    Keywords

    • Gamification
    • Information Security Education

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