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A systematic mapping study on gamification within information security awareness programs.

作者信息

Pahlavanpour Omid, Gao Shang

机构信息

Department of Informatics, Örebro University, Örebro, Sweden.

出版信息

Heliyon. 2024 Sep 26;10(19):e38474. doi: 10.1016/j.heliyon.2024.e38474. eCollection 2024 Oct 15.

DOI:10.1016/j.heliyon.2024.e38474
PMID:39398049
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11467640/
Abstract

Information security awareness (ISA) has become a vital issue for organizations, as security breaches are usually attributed to human errors. ISP programs are effective ways to educate employees and enhance their information security knowledge. Gamification is a new concept in the area of ISA programs and it has been proven to be one of the most effective and proper ISA methods in both the private and public sectors. Despite a growing interest in employing gamification as an ISP program in recent years, there is a lack of study to provide a comprehensive overview of gamification within ISA programs and identify trends, patterns, and research gaps in this area in order to direct future research. To bridge this gap, a systematic mapping study is adopted as a research methodology. A total of 69 papers were selected and classified by document type, year of publication, research type, research contribution, gamification type, gamification in terms of adaptivity based on the target group, and gamification in terms of the use of artificial intelligence (AI) in order to make it user-tailored. The mapping study revealed that the published papers in this area were split between journals and conference papers with a higher proportion published in conference proceedings. Regarding the publication trend, from 2015 to 2022, gamification within ISA programs has come across to researchers' attention. The identified two main research types were evaluation research and validation research and the vast majority of the contribution type was tools. Moreover, content gamification has been used more commonly in ISA programs than structural gamification. Furthermore, the finding indicated that there were clear gaps in employing adaptive gamification, dynamic adaptive gamification and AI-based adaptive gamification, which makes these areas significant for future research.

摘要
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/5b81f684c2b5/gr11.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/faeb201c15b0/gr1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/e819c0849378/gr2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/0893d1454150/gr3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/c2ce0a050fa5/gr4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/9539044bdb8a/gr5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/579b20c9a76e/gr6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/5b5eaacbfdc7/gr7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/784e1bd5c480/gr8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/b0ccdff185fb/gr9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/c24cfc2c42d5/gr10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/5b81f684c2b5/gr11.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/faeb201c15b0/gr1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/e819c0849378/gr2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/0893d1454150/gr3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/c2ce0a050fa5/gr4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/9539044bdb8a/gr5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/579b20c9a76e/gr6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/5b5eaacbfdc7/gr7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/784e1bd5c480/gr8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/b0ccdff185fb/gr9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/c24cfc2c42d5/gr10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0eb/11467640/5b81f684c2b5/gr11.jpg

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Effectiveness of and user preferences for security awareness training methodologies.安全意识培训方法的有效性及用户偏好
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