Institute of Security and Global Affairs, Leiden University, The Hague, The Netherlands.
L.I.B. Businessgames, Breda, The Netherlands.
Cyberpsychol Behav Soc Netw. 2021 Sep;24(9):593-598. doi: 10.1089/cyber.2020.0526. Epub 2021 Sep 2.
The behavioral aspect of cybersecurity has gained more attention in recent years. By their actions, people can improve the security of their devices and organizations, but also hinder the successful implementation of security in these areas. As awareness campaigns where information is merely distributed are not effective, we designed a cybersecurity serious game applicable for cybersecurity training. The effectiveness of this game was experimentally tested against a noncybersecurity game that did or did not contain cybersecurity information, through measures of the theory of planned behavior. Results showed that the cybersecurity game resulted in higher self-reported scores on attitudes, perceived behavioral control, intentions, and behavior compared with both noncybersecurity games. For subjective norms, we only found an effect in the comparison between the cybersecurity game and the noncybersecurity game without additional information.
近年来,网络安全的行为方面受到了更多关注。人们的行为既可以提高其设备和组织的安全性,也可能阻碍这些领域中安全措施的成功实施。由于仅仅分发信息的宣传活动并不有效,我们设计了一个适用于网络安全培训的网络安全严肃游戏。通过计划行为理论的措施,对该游戏相对于不包含网络安全信息的非网络安全游戏的有效性进行了实验测试。结果表明,与两个非网络安全游戏相比,网络安全游戏导致更高的态度、感知行为控制、意图和行为的自我报告分数。对于主观规范,我们仅在网络安全游戏与没有附加信息的非网络安全游戏的比较中发现了效果。