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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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
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 (


ConferenceInternational GamiFIN Conference 2017
Abbreviated titleGamiFIN 2017


  • Gamification
  • Information Security Education

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