Advertisement

Cyber Security Games: A New Line of Risk

  • John M. Blythe
  • Lynne Coventry
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

Behaviour change is difficult to achieve and there are many models identifying the factors to affect such change but few have been applied in the security domain. This paper discusses the use of serious games to improve the security behaviour of end-users. A new framework, based upon literature findings, is proposed for future game design. The trust and privacy issues related to using serious games for improving security awareness and behaviour are highlighted.

Keywords

Information security Behaviour change Security games 

References

  1. 1.
    Internet World Stats, Internet usage statistics: the internet big picture (December 2011), http://www.internetworldstats.com/stats.htm (retrieved June 22, 2012)
  2. 2.
    Puhakainen, P., Siponen, M.: Improving Employees’ Compliance Through Information Systems Security Training: An Action Research Study. MIS Quart 34, 757–778 (2010)Google Scholar
  3. 3.
    Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012)CrossRefGoogle Scholar
  4. 4.
    Davinson, N., Sillence, E.: It won’t happen to me: Promoting secure behaviour among internet users. Comput. Hum. Behav. 26, 1739–1747 (2010)CrossRefGoogle Scholar
  5. 5.
    Johnson, B.T., Scott-Sheldon, L.A.J., Carey, M.P.: Meta-Synthesis of Health Behavior Change Meta-Analyses. Am. J. Public Health 100(11), 2193–2198 (2010)CrossRefGoogle Scholar
  6. 6.
    Maddux, J.E., Rogers, R.W.: Protection motivation theory and self-efficacy: A revised theory of fear appeals and attitude change. J. Exp. Soc. Psychol. 19, 469–479 (1983)CrossRefGoogle Scholar
  7. 7.
    Ajzen, I.: The theory of planned behavior. Organ Behav. Hum. Dec. 50, 179–211 (1991)CrossRefGoogle Scholar
  8. 8.
    Thompson, M.F., Irvine, C.E.: Active Learning with the CyberCIEGE Video Game. In: 4th CSET Workshop, San Francisco, CA (2011)Google Scholar
  9. 9.
    Grawemeyer, B., Johnson, H.: Using and managing multiple passwords: A week to a view. Interact Comput. 23(3), 256–267 (2011)CrossRefGoogle Scholar
  10. 10.
    Florencio, D., Herley, C.: A large-scale study of web password habits. In: Proceedings of the 16th WWW 2007, pp. 657–666 (2007)Google Scholar
  11. 11.
    Labuschagne, W.A., Burke, I., Veerasamy, N., Eloff, M.M.: Design of cyber security awareness game utilizing a social media framework. In: 10th Annual ISSA Conference ISSA 15-17 (2011)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • John M. Blythe
    • 1
  • Lynne Coventry
    • 1
  1. 1.Department of Psychology, School of Life SciencesNorthumbria UniversityNewcastle-Upon-TyneUK

Personalised recommendations