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The 21st century has come with technological

advancements that have helped organizations flourish and

work faster and more efficiently. There are numerous

changes that the corporate world undergoes, and for an

organization to stay competitive in the market, it must be

able to adapt to the changes that are bound to happen

(Desai, 2016). Organizations must be able to learn quickly

about the business environment. The business principles

change over time, and Information Technology is one of

those fields that a company must take a keen interest in .

The changing technological advancements mostly

include the use of e-commerce, which exposes companies

to a higher risk of cybercrime. According to Al-Kalbani

(2017), there has been a 38% increase in information

technology breaches in a public organization in 2016

compared to 2014. Because of such an increase and the

threat of a further surge. Companies must design and

operate secure electronic systems that they use for the

exchange of information and funds. It is highly

fundamental that the security of information that the

organizations hold to be kept as high as possible.

Companies have noticed the same and have gone on to

adopt security practices that include the adoption of an

information technology security compliance approach to

control the proper use of the information they have (Al-

Kalbani, 2017). Showing that a company has taken the

necessary precautions to protect the information they have

is now considered to be an institutional yardstick (Al-

Kalbani et al., 2017; Safa et al., 2016).

For any sort of security of the information,

companies, and organizations, including governments,

must consider the technical, technological, and non-

technical aspects (Al-Kalbani, 2017). As such, the end

game is to have a set of rules that must be met to ensure

security compliance. In the use of information technology,

security compliance refers to the implementation of

security practices, policies and standards that work best to

protect the information owned or controlled by a particular

organization (Al-Kalbani, 2017; Alfawaz et al., 2010). If a

company complies with information security, it can

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improve its security mechanisms that help safeguard

information (Siponen et al., 2010). The compliance

approach used to information technology helps satisfy the

trust that the stakeholders have towards the organization

(Al-Kalbani, 2017). Therefore, information technology is

essential in the development of e-government and other

institutions and organizations as well.

As Dimitriadis (2011) describes, information

security is "the preservation of confidentiality, integrity,

and availability of information." There is no way that

information can be preserved if there is no compliance

with the standards that guide its preservation. Over the past

decade, there was the notion that information security was

a technical thing, and the IT managers were the only ones

tasked with the preservation of safety. However, the idea

has been changing to include the non-technical part of the

organization (Desai, 2016). This has led to the creation of

procedures, policies, and awareness programs that help in

security compliance. According to Herath and Rao (2009),

the failure to prevent security breaches in attacks is a clear

sign of a company not complying with the security

policies. Research has ascertained that almost half of the

security breaches that befall an organization emanate from

within the organization (Desai, 2016). This fact places

more emphasis on the role that an organization has in

stopping security breaches through compliance.

According to Kolkowska and Dhillon (2013), there

are two main categories identified concerning information

security approaches. The approaches are the approaches

that make use of sanctions and the behavioral ones. As

such, there are two approaches to security management,

which are the individual level and the managerial level of

understanding (Flores et al., 2014). This means that the

own employees in an organization need proper training and

awareness not to misuse information. The employees need

to understand the consequences of the guilt of breach of

data.

There have been theories that help understand the

compliance of organizations to information security. The

institution theory (DiMaggio & Powell, 1983) widely

provides a better understanding of the pressures that force

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an institution to comply. The theory states that

"organizations must secure legitimacy from its stakeholders

by conforming to external expectations" (Appari et al.,

2009). The legitimacy that an organization seeks can be

gained by making strategic responses to the pressures

from external entities (Cavusoglu et al., 2015). It is

paramount to note that the organization's external

influences and the answer define how the organization is

built, run, and how it can be understood and evaluated (Al-

Kalbani et al., 2017).

For an organization to follow security compliance, there

must be proper external pressures that force it. The

influences include normative, mimetic, and coercive

pressures (Cavusoglu, 2015). The coercive pressures are

the ones that force an organization to adopt the regulations

and practices that help in the protection of the security of

information. The demands are mainly from government

laws and regulations (Al-Kalbani et al., 2017). The

normative pressures are those that stem from the

expectations that the community has towards the

organization (Appari et al., 2009). Finally, the mimetic

pressures originate from the company trying to imitate its

peers to gain legitimacy (Safa et al., 2016).

The importance of the pressures to the adoption of security

compliance is key to ensuring that the organizations. Since

many institutions are using Gamification in the training and

awareness of the employees, the mimetic pressures play an

essential role in increasing the compliance levels of other

companies. Bulgurcu (2010) finds out that the

implementation of information security awareness even

helps to increase the belief of employees towards security

awareness. While the government can create rules and

regulations that force organizations to raise information

security awareness, it is down to the organizations to

choose to use Gamification to train the employees.

1.1 Gamification for Security Training

Gamification is the method in which the knowledge and

experience gained from gaming theory and flow theory

have utilized in a non-gaming context. The concept of

Gamification was implemented for the first time during the

Cold War to improve productivity (Alotaibi, Furnell,

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Stengel, & Papadaki, 2016). Coonradt in 1984 was the

early researcher who applied Gamification in the business

context to motivate employees through clear goals,

frequent feedback provision, gaming features, and personal

choice (Baxter, Kip, & Wood, 2016).

Gamification highly helps companies increase their

employees' engagement level by utilizing several elements

of game designing (Kanat, Siloju, Raghu, & Vinze, 2013).

According to some previously conducted research studies,

it has suggested that the use of goals, storytelling, rewards,

and appreciation are the main aspects of Gamification for

increasing the curiosity, interest, engagement level and

experiences of challenges of users to boost the engagement

level and interest of participants in the offered training

sessions and workshops (Seaborn & Fels, 2015).

The use of the gamification technique is one of the most

preferred training methodologies which helps the

companies to increase innovation, productivity, knowledge,

skills, experiences, and learning procedures of their

employees and participants (Alomari, Al-Samarraie, &

Yousef, 2019). This technique is mainly based on the use

of innovative thoughts and gaming techniques in a non-

entertainment manner, such as improving education and

work skills.

There are vast numbers of benefits offered by Gamification

to its users like it enables employees to increase their

productivity, provides motivation for improving their

engagement and involvement, encourages employees to

become more creative for solving the problems and

innovatively addressing them, provides strength to the

communication procedures (Pattabiraman, Srinivasan,

Swaminathan, & Gupta, 2018).

The use of Gamification highly helps employers and

managers increase employee engagement by introducing

several types of innovative dynamics (Mathoosoothenen,

Sundaram, Palanichamy, & Brohi, 2017). It has assumed

that the companies who utilize the technique of

Gamification in the training sessions offered to their

employees can get more successful in improving the

particular required skills of their employees through the

increased interest and involvement of employees in the

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provided training sessions and workshops (Erenli, 2013).

However, it is also considered a highly useful approach for

transmitting a productive and positive corporate image

(Alomari, Al-Samarraie, & Yousef, 2019).

Using Gamification more effectively, all the things

should be kept simple, engaging, and entertaining to

increase the interest and engagement level of employees.

The success of Gamification relies mainly on employees'

increased involvement, effective gaming techniques, and

methods and motivation (Alotaibi, Furnell, Stengel, &

Papadaki, 2016). The rewards offered are not considered

only pure awards but provide means for inspiring

employees to achieve their potential. There are vast

numbers of organizations that have to utilize gamification

techniques like Google, Starbucks, and Dominos, etc.

When companies use Gamification, they work to

make the existing tasks more innovative and fun, like the

use of video games. The advancement in information

technology has highly contributed to increasing

cybercrimes and terrorism that can put strong negative

impact not only on the reputation of the company but also

on the data and information stored in the servers of the

company of their employees, customers, and the

organization itself (Baxter, Kip, & Wood, 2016). The

increased numbers of attacks, threats, risks, and

vulnerabilities demand the IT companies become more

innovative, productive, and reliable (Gonzalez, Llamas, &

Ordaz, 2017).

For this purpose, companies have needed to provide

training sessions and workshops to improve their

employees' skills and knowledge. To identify and tackle the

various attacks, threats, risks, and vulnerabilities,

employees should know about IT security so that they can

protect their privacy and data from intruders (Erenli, 2013).

Employees should also be able to think from the

perspective of intruders and act accordingly.

To identify and address the cyberattacks effectively,

quickly, and without any significant loss in terms of

finance, customers, and reputation, the employees should

have updated knowledge as advancements in technology

are taking place at a fast rate (Seaborn & Fels, 2015).

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Several types of cybercrimes can be occurred and can be

proved highly harmful. In 2018, the UK, 79% of

companies were posed with the threat of cyberattacks and

had to face the consequences of problems that occurred

(Alomari, Al-Samarraie, & Yousef, 2019).

Most people, including the employees of any organization,

do not show interest in attending workshops related to any

topic as the workshops play a significant role in enhancing

the knowledge of its attendees to improve their existing

experience and skills about the security of IT infrastructure

(Luh, Temper, Tjoa, Schrittwieser, & Janicke, 2020).

However, a significant problem is faced by a lack of

interest and involvement in the offered training and

workshops, which can be solved using gamification

techniques (Hart, Margheri, Paci, & Sassone, 2020).

Besides, the usage of Gamification for increasing

the involvement and engagement level of employees has

considered to be very cost-friendly as it can provide a

considerable amount of benefits to its users and can save

them from major problems like in case of having lack of

involvement and engagement level of employees in the

offered sessions, all the resources which were utilized by

the companies like cost, time, place, etc. would get wasted

and of no use (Seaborn & Fels, 2015).

Gamification works on the desire of human beings

to get the win, successful, and achieve something. It allows

employers to offer several types of rewards like badges,

points, leader boards, and the ability to do trading to get a

particular kind of prize for deriving high quality of

behavior from employees to get engaged in the training

sessions (Thornton & Francia, 2014). However, it is also

rooted in science, as wining always creates dopamine in

human beings' minds. They want to get reached to the next

level and be placed on the top of the leader board by doing

whatever they can to feel good and have a feeling of pride

(Alotaibi, Furnell, Stengel, & Papadaki, 2016).

Besides, there is also the considerable significance of the

rules needed to follow for staying in line and to get

guided in the decision making. The companies who get

successful in implementing and establishing the right

standards for the Information Technology Security

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awareness training sessions and programs can have more

opportunities and chances of extending their programs for

having long term benefits (Gonzalez, Llamas, & Ordaz,

2017). All the specified rules, regulations, objectives and

goals of the training are needed to be clear and

straightforward for getting modified and adjusted

according to the changing circumstances and situations

(Adams & Makramalla, 2015).

Organizations should not move towards the use of

Gamification because everyone is using it, and it sounds to

be very trending and good. It should be implemented

when needed and with a particular purpose (Seaborn &

Fels, 2015). All the programs which contain Gamification

should have some unique value, and all the participants

should be felt to be very special and interested in learning

about cybersecurity for securing the IT departments of the

companies by having a feeling of winning something

(Alomari, Al-Samarraie, & Yousef, 2019).

All the contents of Gamification in the training

sessions are needed to be incorporated in a very

transparent manner for obtaining a high level of benefits as

it can be proved to be very useful and practical for

improving the quality of training sessions and achieving a

high level of results (Alotaibi, Furnell, Stengel, &

Papadaki, 2016). The success of the training based on

Gamification relies on the program's accomplishment

without being noticed by using Gamification (Gonzalez,

Llamas, & Ordaz, 2017).

It has also noticed that the things that work well for one

organization are not compulsory and would be sufficient

for the other companies (Seaborn & Fels, 2015). Each

company seems to have its particular unique organizational

culture and training programs designing methods because

of having unique traits and knowledge (Alomari, Al-

Samarraie, & Yousef, 2019). In each training session,

human factors are considered to be the weakest element

for IT security as they can make mistakes, and they are also

the ones who can make extraordinary efforts to secure the

system to a great extent from vulnerabilities, risks, and

attacks (Chen, 2015).

There is a considerable significance of information security

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compliance for improving the quality of operations and

services which are being offered to customers. When

customers feel that their data is not protected and secured

by their company, they hesitate to provide their confidential

and personal information (Adams & Makramalla, 2015).

There are many cases in which several numbers of

organizations have to face a significant loss in terms of

customers and finance because of loss of information and

data due to several types of vulnerabilities, breaches, and

attacks (Alomari, Al-Samarraie, & Yousef, 2019). For

example, in 2013, Adobe has to compromise the data of

153 million users, which caused the company to face a $1.1

million legal fee and $1 million to its customers for solving

their problems (Swinhoe, 2020).

Also, in 2014, eBay has to compromise 145 million users'

data, which caused the company to pay hefty fines and

some corresponding amount to their customers for

addressing the impact which has been faced by them

financially (Battaglino, 2019). There are hundreds of

examples of smaller, medium and large scale organization

which are offering their services by collecting vast types of

personal and confidential data of their customers and

employees and those companies have to face millions of

dollars of loss not only in terms of money but also in their

customers and reputation (Alotaibi, Furnell, Stengel, &

Papadaki, 2016). If these organizations have put a strong

focus on the improvement of their IT infrastructure and

implemented robust security compliance, they could have

saved themselves from these significant losses.

Security compliance ensures that several security measures

have been appropriately taken by the company to protect

the IT infrastructure from several types of attacks, risks,

vulnerabilities, and breaches. Several IT security regulatory

compliance numbers can be followed by organizations

(Armstrong & Landers, 2017). This compliance can be

effectively implemented if all the relevant employees

seem to be aware of these practices. They have relevant

skills and updated knowledge that is possible to provide to

employees who seem to have problems in these areas

through the training sessions.

The offered training sessions can be improved by using

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the practice of Gamification, which allows employees to

take significant interest and involvement in the provided

training sessions. These training sessions can help

employees understand updated and highly advanced

methods to address these vulnerabilities, attacks, and

breaches (Baxter, Kip, & Wood, 2016). Employees can be

offered advanced knowledge about several types of IT

security regulatory compliance like FISMA, HIPPA,

SURBANCE OXELY ACT, PCI DSS, etc. All these acts

work effectively with the collaboration of IT security

agencies and the government to secure the confidential and

personal data of customers and employees.

FISMA is a law that was passed in 2002 by the United

States Federal, which indicated that the federal agencies

should do development, documentation, and

implementation of adequate information security and

protection programs. It is made for the improvement of

the management of e-government. It is considered to be

the most significant rules, followed by federal data security

standards and guidelines (Gikas, 2010). The primary

purpose of it is the reduction of security risks for public

information and data.

HIPPA (Health Insurance Portability and Accountability

Act) of 1996 was designed to contain comprehensive

information about protected health privacy and security.

However, confidentiality and security cannot be considered

the same but always stays together. The privacy rules

mainly focus on the individual's rights for controlling their

personal information (Edemekong & Haydel., 2019).

According to PHI (Protected Health Information), it is

stated that any kind of personal data should not be used

or disclosed to any other person without their consent.

SURBANCE Oxley was passed in 2002 by the US

Congress for providing help to do protection of investors

from several types of fraudulent activities related to

finance. It is also called a SOX Act of 2002 and the

Corporate Responsibility Act because it brought several

substantial reforms about the existing security regulations

and introduced new lawbreakers and penalties. The act

came in front because of financial scandals that occurred in

2000, like Enron Corporation, World Com, and Tyco

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International Plc.

PCI DSS is a set of widely accepted policies that are used

for optimizing the protection of debit, credit, and cash card

transactions and also for the protection of cardholders for

avoiding any kind of misuse of personal and confidential

data (Ataya, 2010). Both were joined in 2004 by using

four significant companies of credit cards: Visa, Discover,

Master Card, and American Express. All of these acts work

effectively with the collaboration of IT security agencies

and the government to secure the confidential and personal

data of customers and employees.

The companies which do not follow the guidelines,

practices, standards, and policies defined by these agencies

and government have to face massive amounts of penalties,

punishments, and fines, which can cause them to suffer a

major loss in terms of finances and customers. These

defined standards help organizations to protect credit card

information, email address, bank details, etc. (Chen, 2015)

For this purpose, it is suggested that organizations should

offer time to time frequent training sessions to their

employees so that they can get updated knowledge, skills

and get aware of best practices that can be utilized by them

for strengthening their IT infrastructure and ensuring IT

security compliance (Gonzalez, Llamas, & Ordaz, 2017).

It is suggested that organizations should keep offering

short training in their meeting sessions for understanding

the effectiveness of existing knowledge of their employees

and every three months employees should be provided with

some short workshop session for increasing awareness and

training sessions should be provided to employees

annually or whenever a new employee joins the company

for making him/her compatible with the requirements of

the company (Gonzalez, Llamas, & Ordaz, 2017).

There are many large-scale organizations which have also

been become a victim of these vulnerabilities, breaches,

and attacks because of lack of implementation of security

compliance. For example, in 2014, there was an attack

made on Yahoo which revealed that the companies having

the latest technologies could also become vulnerable to

these problems and the attacks got successful in stealing

the records of more than 500 million accounts

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(Pattabiraman, Srinivasan, Swaminathan, & Gupta, 2018).

Besides, there was also a significant attack made on the

Marriott Hotels in which the data of more than 500 million

customers was stolen .

Hence, if these companies had implemented strong IT

security regulatory compliance and followed the practices

and standards specified by the country's IT security

agencies and government, they could have saved their

millions of dollars along with their reputation and numbers

of customers (Thornton & Francia, 2014). The

organizations can enhance their data management

capabilities, improve the status, and market position of the

company. Also, these regulatory compliance helps

organizations to promote operational benefits (Gonzalez,

Llamas, & Ordaz, 2017).

2 State of flow in Gamification for Effective Security

Training

The theory of flow is considered useful for explaining the

procedure in which the use of Gamification can be highly

valuable to improve the learning capabilities and skills of

individuals. The main reason behind the use of the theory

of flow is that most of the games have been designed in

such a manner that puts a strong focus on maintaining a

balance among the skills and challenges of the learners.

However, the individuals who play video games are

considered highly efficient as they can learn and find the

easiest ways to reach the state of flow to learning

something (Luh, Temper, Tjoa, Schrittwieser, & Janicke,

2020). When an employee feels exhausted and bored with

the training sessions, the practice of Gamification helps

them regain their interest and flow in the offered training

session.

Gamification is considered highly useful for allowing

individuals to keep working and taking interests in the

offered tasks in a flow. A flow helps individuals to work on

a particular job in a stream like from the beginner's levels

to medium level, and when they get right in all those

activities, they are moved to the expert level (Gonzalez,

Llamas, & Ordaz, 2017). In the same way, employees are

provided with training sessions based on the beginning

level knowledge to medium and then expert varying in the

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offered activities and training. It helps individuals to

develop relevant skills, thinking capabilities, and learning

attitudes based on their experience (Erenli, 2013).

However, there is a significant role played by intrinsic

motivation in the flow theory. The intrinsic motivation

usually occurs whenever an individual starts participating

in the behavior that seems to be personally rewarding not

only because of the pressure that occurred by external

assets but also internally by the person (Baxter, Kip, &

Wood, 2016). Intrinsic motivation occurs when individuals

want to explore or learn something new that is not done by

them before and become more curious about the practical

experience of those things (Wolfenden, 2019).

There are several numbers of research studies that have

been conducted to understand the effectiveness of the

theory of flow. Still, the researchers do very little work on

the evaluation of the efficacy of flow theory on

Gamification and how they can be useful to improve the

capabilities of employees who are working (Pattabiraman,

Srinivasan, Swaminathan, & Gupta, 2018). The flow theory

is considered highly helpful in enhancing the efficiency of

the activities and tasks performed by using Gamification.

According to Cakmak et al. (2015), flow theory addresses

how a person engages in an activity that helps improve his

or her cognitive skills. The engagement involves the unique

feeling of a sense of control, being entirely concentrated on

the operation performed, enjoying the activity, and having

the necessary harmony between the skills and the task

completed (Cakmak et al., 2015). Csikszentmihalyi (1990)

argues that people can achieve happiness by only

controlling how they feel in the inner being. An individual

can control his life and live the most enjoyable moments of

his life by directing his mind to realistic goals and

challenges. Therefore, a person who entirely puts his or her

focus on the work they do will live the flow experience and

will have control over the actions they perform.

According to Csikszentmihalyi (1990), the flow experience

is interwoven with positive emotions, intrinsic

motivation, high concentration, and a sense of control. It is

important to note that individuals mainly experience

intrinsic motivation whenever they are doing activities that

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they are interested in . This intrinsic motivation is a vital

feature of the flow experience. Therefore, intrinsic

motivation is easily achieved if a person performs an

activity out of his or her own free will (Cakmak et al.,

2015). There are features of flow experience that are

important in determining the flow experience of a person.

Eight principles are A challenge activity that requires

skills, the merging of action and awareness, clear goals,

direct feedback, concentration on the task at hand, the

sense of control, the loss of self-consciousness, and the

transformation of time (Chen, 2015; Cakmak et al., 2015).

The flow is primarily based on activities and argues that

healthy persons enjoy their experience during the business

without even realizing it (Cakmak et al., 2015). By

accumulating the appropriate events to the purpose of their

life, a person can achieve the happiness they wish with a

sense of control over the activity they perform. Flow theory

has been used before in many fields, including sports,

positive psychology, marriage, job performance, and

distance education (Cakmak et al., 2015). In playing online

games, the creators of the games have mastered the art of

ensuring that they achieve the flow experience when

playing. This way, video games have infiltrated our daily

lives so that every person, young and grown-up, represents

video game (Chen, 2015). The ability for game makers to

ensure that gamers achieve flow experience is by making

sure that there is a balance between the challenges that the

game provides and the skills of the person playing (Chen,

2015).

For ensuring IT security compliance, companies are

needed to have updated knowledge and skills, which can

be achieved by offering several types of training sessions

to their workforce. When the employee is asked to get

training sessions, they feel boredom and lack of interest

which can be improved and increased by following the

practice of Gamification in which several types of games

and rewards can be offered to employees to learn the

concepts more effectively and maintaining a balance

among the interest of employees and their leaning

capabilities (Baxter, Kip, & Wood, 2016).

Human beings are the key asset for creating most of the

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vulnerabilities, breaches, and attacks, along with

addressing them. Hence, their training is considered highly

influential in any organization because they are considered

highly responsible for handling data and IT infrastructure

(Ruiz-Alba, L., Soares, Rodríguez-Molina, & Banoun.,

2019). If employees were offered updated knowledge,

practices, and experiences, they would be able to make

high-quality decision-making to address the problem more

effectively, rapidly, and smartly without getting significant

issues for the company.

Gamification is a relatively new approach that takes

advantage of the video gaming industry to help in the

training and awareness of information security. The era

now is full of online forms, which include transfer and

storage of information. The internet use to store and

transfer information poses a risk of people hacking to get

the information they illegally. In some instances, the

leakage of information may be unintentional, as Desai

(2016) states, almost half of the security breaches that

occur an organization emanate from within the

organization. Most of the violations are unintentional and

are because the users are not aware of the simple ways they

can leak information. Therefore, the gamification process

uses gaming principles to make training on cybersecurity

engaging, entertaining, and informative. This way, the

employees get to learn the techniques of stopping leakages,

following rules. In a nutshell, following regulations and

preventing leakages leads to security compliance.

Information security compliance by the employees means

that the whole organization complies and therefore

heightened security. There is a strong relationship between

the theory of flow, IT security regulatory compliance, and

Gamification because organizations are needed to

strengthen their IT infrastructure by implementing IT

security Compliance (Pattabiraman, Srinivasan,

Swaminathan, & Gupta, 2018).

Information security is a top priority for any company an

organization. To increase the security of information, the

training of employees is essential. If the employees are

trained regularly, and through the best possible formats,

their awareness will be heightened . Increased awareness

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of the threats related to information security by the

employees, means that they will not be caught flat-footed

in case of an attack. The increased use of Gamification

increases the willingness of the employees to learn about

information security. The increase in awareness means that

they will be much more willing to be involved in securing

the information of the organization. The use of

Gamification increases the relationship between

information security compliance and the security of data.

There is a strong impact of Gamification in IT security

training. Gamification is a practice of following several

types of gaming activities in return for some rewards,

acknowledgments, and recognition for increasing the

involvement and interests of participants. There is a

considerable contribution of Gamification in increasing the

engagement level, and the importance of employees in the

offered training sessions regarding IT security. The

advancement in information technology has highly

contributed to growing several types of cybercrimes and

terrorism, which also increased the significance of IT

security training sessions offered to employees for

improving their existing knowledge and experiences.

3 Research Question and Hypothesis

3.1 Research Question

The Impact of Gamification in Security Training for User

Security Compliance is moderated by the flow enabled

by the game-based training.

3.2 Hypothesis

H1: Game-based training leads to higher-level user security

compliance

H2: A high state of flow in game-based security training

will lead to higher user security compliance.

H3: A low state of flow in game-based security training

will lead to lower user security compliance.

3.3 Justification for hypothesis

H1:

Silicon and Lowry (2020) conducted a DSR project, which

is the Design science research, to improve the problems of

the users of organizations. The issues which were

discussed in this article included unsuccessful prevention

of phishing, ineffective security compliance, and sparse

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learning of the security training. In this article, A game-

based security training system was developed, which

focused on two elements: (1) increasing the intrinsic

motivation of the employees so that they can develop

efficient user security systems (2) improving the learning

of these security training and competency.

The vital hypothetical affiliation of this article proposes a

speculative kernel theory from the adoption model of the

hedonic-system of motivation that can be used to assess

the users and employees regarding their motivation level

and their coping abilities regarding security and

sustainability of the user's security. Four hundred twenty

members participated in the six-month field study, which

was discussed in this article, shows that fulfilling the

coping needs and motivation of the user can make a

significant positive difference in the user security

compliance through efficient and effective gamified

training. A design science research project empirically and

theoretically demonstrates that a carefully selected design

with information technology artifacts that are gamified can

improve the framework of the safety of the organization as

well as ensure user security compliance. To be specific, this

article shows through a long-term field study that the

game-based security training or the incorporation of

Gamification can be used to develop a framework that is

less of a hindrance to the regular work schedules of the

employees, gives the intrinsic motivation to the employees

to comply and learn the security training efficiently, and

provides the actual efficacy which is necessary for the

employees actually to meet and learn. In the same way, this

article demonstrates the improvement in the anti-phishing

responses which are generated due to the hiring of third-

parties. These third parties test the employees and phish

them as natural experiments. Furthermore, this article

presents a new experimental demonstration of the

reasonable significance of the "appropriate challenge" in

this unique situation. This article illustrates that a

combination of design science research, careful contextual

implementation of kernel theory, and long-term analysis in

an experimental field setting is a promising way to

successfully implement game-based training in the

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organizations which if adequately learned by the

employees, can lead to an efficient user security

compliance (Lowry, 2020).

This article supports our hypothesis. The design science

research techniques and hedonic-motivation system, if

correctly applied and efficiently implemented, can lead to

higher-level user security compliance. The design science

research and the hedonic-motivation systems are the basics

of the gamification security literature. Hence, (Lowry,

2020) by their long-term field study experiment in which

they incorporated the core kernel theory, the hedonic-

motivation system, and the design science research, proved

that game-based training leads to higher-level user security

compliance.

Baxter et al. (2016) gave evidence from the lab and field

and applied the basic game-based techniques to

information technology compliance training. This article

addressed the main problems of these security training.

Organizations rely on internal controls to secure the

integrity and security of the data of their users. Data

privacy training and information technology security are

the primary controls to protect the organization's data.

Often, it is seen that employees do not like such kinds of

training, however, which may indicate a lack of internal

control, a lack of attention, thus leading to a lack of

success. To improve the experience of these training ,

organizations adhere to game-based techniques in the

training modules of the employees, which is known as

Gamification. In this article, an information technology

field study was conducted for security training, and a lab

study was done for the data privacy settings. The field

study was conducted on bank employees. This article

examined and compared whether a non-traditional game-

based training module increased the satisfaction and

learning of the employees as compared to the traditional

non-game-based training techniques. The article

discovered that Gamification or the incorporation of the

game-based training system brings higher levels of

satisfaction in the field and lab and thus leads to higher

user security compliance. Still, so far, there has not been a

significant increase in learning. Plus, these learning

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upgrades were rare and quite small, like 1 percent to 3

percent. Furthermore, this article concluded that gamers,

i.e., individuals who are interested in gaming individually

learned more about game-based training than non-gamers,

even though the gamers had a less satisfaction level from

the gamification training (Baxter, Kip, & Wood, 2016).

This article supports our hypothesis that game-based

techniques can lead to a higher level of user security

compliance but further addresses the need for

implementing some modifications to these gamified

training. First of all, the training should not be this much

long that can hinder the coping and learning abilities of the

users. Secondly, these game-based training should be given

in simple language rather than the IT language, so that a

gamer or a non-gamer; everyone can understand the

training quickly. Thirdly, the gamified training should be

conducted in a calculated period when the employees can

spare time for these training easily and not feel hectic after

the course. All of these modifications that the article

addresses, including keeping up with the motivation of the

user, filling the gap in the learning of gamers and non-

gamers, and keeping the gamified training course short and

comprehensive are the efficient way of implementing the

gamified trainings . Hence, (Baxter, Kip, & Wood, 2016)

findings support our hypothesis that if correctly

implemented, game-based training can lead to higher levels

of user security compliance.

H2:

Yoo et al. (2018) explored the influence of psychological

ownership and flow on training, security education,

security compliance, and awareness effectiveness. The

purpose of this article and the problems that this article

addressed include the investigation of the psychological

ownership and the effects of higher flow on SETA, which

is the security education, awareness, and training, security

compliance intention, effectiveness, and self-efficacy. The

experience of flow at security education, awareness , and

training has been introduced as a pivotal precursor to the

expectation of security compliance intention, effectiveness,

and self-efficacy. To achieve these goals , this article

proposes a hypothesis structure and break down the survey

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information to test the hypotheses. The components of flow

in security education, awareness, and training are

extended for this study, and the elements like feedback,

challenge, immersion, autonomy, and social interactions

are included .

The results of this article represent that the flow at security

education, awareness, and training encounters significant

associations with the psychological ownership and

effectiveness of security education, awareness , and

training, which thus positively and directly influence the

intention of security compliance. Some managerial

implications and theoretical framework are also

discussed in this article. This article proposes a

hypothesis and proves it with the help of field surveys that

an immersive flow in the security education, awareness,

and training leads to the user security compliance intention.

The hypothesis model or the conceptual model of this

article states that factors like feedback, challenge,

autonomy, social interaction, immersion, feeling in control,

an intrinsic interest of the employees in the activity,

focused attention of the user on the activity and a feeling

of curiosity in the user regarding the activity leads to an

immersive flow. This immersive flow gives rise to

psychological ownership and security education,

awareness, and training simultaneously. Security education,

awareness , and training lead to self-efficacy. This self-

efficacy and psychological ownership combined lead to

user security compliance intention.

The findings of the investigations of this article make many

contributions to information security literature. One

significant contribution includes that the investigation

found that the flow in security education, awareness, and

training has a positive impact on data security in an

association. The investigation of this article found that an

immersive increase in the flow of security education,

awareness, and training leads to user security compliance

intention. There is a remarkable link between the user

security compliance intention and the immersive flow at

security education awareness and training. This

investigation also showed that the employees who have

high SETA effectiveness are more likely to comply and

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agree with the security policies of the organization (Chul

Woo Yoo, 2018).

From all the investigations and results of this article

mentioned above, it is evident that the investigations of

this article are in support of our hypothesis. Our hypothesis

states that a higher flow in the game-based training leads to

higher user security compliance, which was proved in the

article provided by (Chul Woo Yoo, 2018). According to

(Chul Woo Yoo, 2018), the link between the high flow or

immersive flow and user security compliance intention is

complex as a higher user security compliance is

achieved after the implementation of many steps. But this

is a direct link, and through psychological ownership and

self-efficacy, higher flow in the game-based training leads

to a higher level of user security compliance intention in

the employees.

Nakamura and Csikszentmihalyi (2009) researched the

flow theory. They stated in their article, flow is the

complete immersion of an individual in a task or an

activity, and this flow leads to positive psychology, which

in other words can be described as the psychological

ownership. This psychological ownership, as illustrated by

(Chul Woo Yoo, 2018), leads to higher user security

compliance intention (Jeanne Nakamura, 2009).

Brühlmann (2013) wrote an article on game-based training

methods from the perspective of flow and self-

determination. This article stated that in the collaboration

of humans and computers, the game-based training or the

gamification trend is a piece of the initiative of primary

interest, ranging from facilitating all-encompassing

procedures to the user experience approach. This article

addresses Gamification as the use of game components in a

non-game setting. It is gradually and increasingly used in

learning, sports, health care, sustainability, crowdsourcing.

Higher expectations are placed regarding the positive

impacts of Gamification as consumer loyalty is low in

today's internet.

This article discusses the Gamification from the viewpoint

of the motivational theories. Extensive research on the

reward strategies and investigations in the field of

computer games makes the self-efficacy and self-

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determination theory a possible starting point. Similarly,

the idea of flow has features when it comes to designing

usability and optimal user security compliance. Following

the self-determination theory, the potential effects of

individual, situational, and logical variables are examined

in this study. The article addresses that intrinsic motivation

in a task leads to higher flow, and a higher flow leads to

higher self-determination. This higher self-determination

state leads to better user security compliance. The factors

mentioned in this article, which contribute towards a higher

state of flow, include challenge-skill base, action-

awareness merging, clear goals, and concentration on hand

at task. The results of the article's investigation conclude

that flow has a practical approach. Aspects like the sense of

control, action-awareness, and concentration lead to higher

flow and ultimately increases the usability and user

security compliance (Florian Brühlmann. E Mekler, 2013).

This article is also in support of our hypothesis. It is

proved by the investigations of this article that clear

goals, feedback, sense of control if incorporated in the

gamification system can lead to higher flow. This higher

flow can cause higher user security compliance intention,

as the hypothesis of this paper proposes.

H3:

Hamari and Koivisto (2014) measured the flow in

Gamification by the dispositional flow scale in their article.

This paper assesses the flow of the game-based training

and studies the psychological properties of the

Dispositional Flow Scale-2. This paper uses information

collected from clients of an exercise of Gamification (N =

200). The psychometric examination and of this article

suggested that the flow components are based on the

related divisions of the flow, which are similarly gradually

seen in relation to game-based training. These include a

balance of challenge and skill, feedback, clear goals,

control, and autotelic experience. The article suggests that

the possible outcomes of a lower level of flow can be loss

of sense of time, loss of concentration, merging of action

and awareness, and loss of self-consciousness.

The article reveals from the psychometric analysis that the

flow in the context of game-based trainings should be

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seen as a division between different settings of the

conditions to reach the complete flow state and its

consequences which result from achieving the whole flow

state rather than fully observing the nine dimensions

including concentration, time, autotelic experience, clear

goals, feedback, challenge-skill balance, loss of self-

consciousness, control, and merging action-awareness, as a

total view of the flow (Juho hamari , 2014).

The investigations of this article support the third

hypothesis of this paper that a lower level of flow leads to

lower user security compliance. The article proves that the

nine dimensions of flow are nine separate things, and lower

efficacy of any of the nine aspects lead to a lower level of

learning, motivation, self-determination, and self-efficacy.

And as (Chul Woo Yoo, 2018) illustrates that self-efficacy

is directly linked with the user security compliance

intention; it is proven that a lower state of flow in the

game-based training leads to a lower level of user security

compliance.

Chan and Ahern (1999) suggested that modifying the

components of the flow theory can lead to the likelihood of

an increase or decrease in the learning experiences of the

students. The article states that while some scientists

suggest the activity content to increase the learning

experiences, for example, the flow experience, challenge,

and clear goals, others estimate that the flow upgrades

through interactive presentation and vividness. This article

explores the relationship of the presentation , the activity

content, and the flow experience in the teaching process.

The results suggest that the activity content factors like

inducing clear goals and inducing flow experience have a

significant effect on the motivational levels of the students.

However, the introduction is a double-edged blade. The

presentations of Hypermedia and the induction of flow can

motivate the students if they are appropriately used . At

this point, when the hypermedia presentations are new, and

the flow components are new to the students, elaborate

introductions can take a distracting turn. Therefore, when

the difficulties are severe and the students are new to the

flow understanding, the components of Hypermedia should

be used sparingly to start the learning experience. As the

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exercise progresses, and students are capable of fully

understanding the flow components, the learning

experience will increase (Tom S. Chan, 1999).

This article indirectly supports our hypothesis. The

article states an indirect link of flow with user security

compliance. The article proves a direct link of flow with

learning and motivation. And learning and motivation are

indirectly related to the self-efficacy of the employees,

which further leads to user security compliance. Now, this

article by YY illustrates that lower induction of flow

experiences complicated hypermedia presentations lead to

lower learning and motivation experiences, and this

hypothesis ultimately leads to the theory that a small state

of flow in game-based security training will lead to lower

user security compliance.

García-Jurado et al. (2018) evaluated the role of flow and

Gamification in the e-commerce industry. The article

works on three principled goals. In the first place, it looks

at the effects of game-based training on behavioral

intention towards an e-commerce website. Second, this

paper analyzes the impacts of the state of the flow on the

usage of e-commerce sites. Ultimately, the investigation

intends to identify and separate the contradictions between

millennia and Generation X. In this study, data was

collected from Amazon users. Gamification in

Millennials has positive and critical roundabout impacts on

conduct goals through the stream state. On account of the

Generation X, it has been identified that stream

meddles in its impression of usability. The social aim of

utilizing the Web page is straightforwardly related to the

buy expectation. Organizations should offer a pleasant

interface to Millennials and a situation simpler to use to

Generation X, for Gamification to be effective. The

incorporation of game-based training in Millennials has

positive and critical roundabout impacts on conducting and

achieving the goal through the complete flow state. On

account of Generation X, it has been identified that flow

meddles in its impression of usability. The social aim of

utilizing the Web page is straightforwardly related to user

security. Organizations should offer a pleasant interface to

Millennials and a situation simpler to use to the Generation

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X, for Gamification to be useful as dull interfaces do not

help to achieve any of the dimensions of the flow like less

time for the consumers to buy the products. These flat

interfaces lead to a lower state of flow , and the lower

state of flow leads to less user security of purchasing the

goods.

This article illustrates that the lower the flow, the lower is

the enjoyment of the user. And the fun is quite essential for

the users to revisit the page. Millennials who don't

encounter a stream, Gamification can have negative results

on the behavior intention of those users. On the off chance

that they are most certainly not getting a charge out of the

Web or suitably focused, a symptom of lower flow, the

game-based training can bore or distract them, which

makes a feeling of dismissal. On account of Generation X,

the Gamification additionally doesn't influence the

expectation to utilize, and, similarly, as with the

Millennials, a higher flow state is required to create

constructive outcomes. This article supports the hypothesis

and illustrates that with a lower flow, the Gamification can

produce no significant results (Alejandro García-Jurado,

2018).

3.4 Motivation for hypothesis

H1: Game-based training leads to higher-level user security

compliance.

For the first hypotheses, which states that the Gamification

or the incorporation of the game-based training techniques

in the workplaces leads to an increased level of user

security compliance, two articles were chosen in support

of this hypothesis. The two articles supporting the

hypothesis are (Baxter, Kip, & Wood, 2016) and (Lowry

2020). The hypothesis of this paper states that if the

game-based techniques are incorporated in the training

of the employees, it can inevitably lead to a higher

confirmation and assurance of the security of the users. The

elements of gameplay like competition, rules of play, point-

scoring are the essential elements of applying game-based

techniques in a non-game context. If asked to a training

session, these elements can motivate the employees to

work harder and focus on their duties while competing with

other employees, scoring points, and proving that they are

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capable of what their job requirement is. The competition

with other employees in the training sessions lead to an

appropriate challenge phase. This appropriate challenge

then leads to employees' motivation to do better for the

organization and the users.

Now it is understandable that implementing the

gamification techniques in the training sessions is an

important task, but it is not an impossible thing to do.

Many organizations have started conducting such training

sessions for their employees, and they were successful.

Lowry and Silic, in their article, stated that specific designs

with specific information technology artifacts for particular

kinds of employees could be a key to the success of

applying game-based techniques in the training sessions.

This article supported the hypothesis in many ways. The

hypotheses state that game-based techniques can lead

to higher user security compliance, which was proven in

this article. Game-based technologies like the Kernel

theory, hedonic motivation system, and design science

research were studied, analyzed, and experimented in .

The results of the article proved that long-term research on

the specificity of the requirements of the employees, the

organization and the type of game-based techniques which

can work best on the situation, the successful

implementation of the kernel theory and a careful selection

of design science research could surely lead to the

success of the gamified training session.

In another article by Ryan J. Baxter, it is stated and proved

through a field study that game-based techniques are

successful in increasing and assuring the security

compliance at the user end. The only need is to implement

these gamified training sessions properly. The hypothesis

can surely be correct and work in the field if the game-

based training sessions are not too long that can bore the

employees, not executed on the wrong time or after a long

day job that can make the employees feel hectic and not

interested in the training and the training should be in

simple language that an already gamer or a non-gamer,

both can easily understand.

Once a training session is successful, the employees are

more focused, motivated, and knowledgeable. The

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employees can then understand their tasks and work better

for the security and the demands of the users. This will

ultimately lead to a safer organization and safer user

security.

H2: A high state of flow in game-based security training

will lead to higher user security compliance.

This is the second hypothesis of this paper. For this

hypothesis, which states that flow is an essential element

for the successful implementation of the Gamification and

an immersive or high state of flow will result in an

increased rate of user security compliance, three articles

were chosen . The articles in support of this hypothesis

include (Florian Brühlmann. E Mekler, 2013), (Chul Woo

Yoo, 2018) and (Jeanne Nakamura, 2009). The second

positive hypothesis states that a high state of flow or an

immersive flow is the key to the success of a gamified

training and the success of a gamified training leads to a

higher assurance of the security of the users. Flow

elements are the most important things to consider while

we are talking about flow in the gamification context. The

hypothesis is correct, as illustrated by Chul Woo Yoo,

that the SETA effectiveness can lead to higher

psychological ownership, and higher psychological

ownership is proved in this article that it ensures a

higher user security compliance intention. If we focus on

the elements of the flow, there are nine elements, and each

aspect, if successfully undertaken, results in a higher user

security compliance intention. Chul Woo Yoo proves in his

article that an immersive flow directly links with the higher

user security compliance intention.

The immersive flow is initiated by the elements of

flow , including feedback, challenge, clear goals, social

interaction, immersion, feeling in control, and autonomy.

The immersive flow or a higher state of flow when

initiated, lead to effective security education, awareness,

and training. This further leads to the employees'

focused attention on the user and results in psychological

ownership (Chul Woo Yoo, 2018). Jeanne Nakamura states

the same thing and proves that this hypothesis is correct by

addressing that the flow is the cause of a psychological

ownership state, and this psychological ownership

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combined with self-efficacy leads to a higher user security

compliance (Jeanne Nakamura, 2009). The second

hypothesis of this paper is correct and is proven in

another field study driven by Florian Brühlmann.

Brühlmann proved this hypothesis is right through the self-

determination element of the immersive flow (Florian

Brühlmann. E Mekler, 2013). Self-determination and other

aspects of flow like the sense of immersion, action-

awareness, concentration, and focus leads to an increase in

usability. This usability of the employees is proved to

enhance user security compliance intention. All of the keys

which can prove this hypothesis true is already

present in the literature.

Understanding this hypothesis is as simple as

understanding the basics of flow. Immersive flow by

Jeanne Namakura is a state of complete immersion of an

individual in any activity (Jeanne Nakamura, 2009). Now,

suppose, if an employee who is dealing with users, is

completely motivated, focused, and immersed in his job,

he will be sure to complete his task with full satisfaction.

This is what the hypothesis proposes. Successful

enactment of the factors of flow by an employee, like

challenge-skill base, concentration on hand at task, clear

goals, and action-awareness merging leads to an immersive

flow and an immersive flow leads to higher self-efficacy,

self-determination, and psychological ownership. The

psychological ownership and self-efficacy combined lead

to a higher state of user security compliance.

H3: A low state of flow in game-based security training

will lead to lower user security compliance.

For the third hypothesis, which states that flow and user

security compliance are again directly linked, and the low

state of flow in game-based security training leads to lower

user security compliance, three articles were chosen . The

articles in support of this hypothesis include (Alejandro

García-Jurado, 2018) (Juho hamari , 2014) and (Tom S.

Chan, 1999). Juho Hamari supported this hypothesis by

stating that each of the flow dimensions are separate

things (Juho hamari , 2014). An absence of any of the

dimensions of flow leads to an overall lower state of

flow or a lower efficacy of any dimension leads to

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lower state of flow . This lower state of flow results

in a lower level of motivation, learning, self-efficacy, and

self-determination.

Other than the lower state of flow of an employee by

himself/herself, the failed induction of flow through

training sessions can also lead to a lower state of flow .

Now, suppose, if the employees are already not motivated

and a gamified security training session also gives no

results due to the newness of the components of flow, this

will ultimately lead to a state where employees are more

confused and complexed. In this state, they would not be

able to conduct their job efficiently. They will have less

knowledge, lower levels of concentration, and a confused

mind regarding how to perform their tasks of the security

of their users. All of this will create aa a mess. Ultimately,

the result will be a less safe and up-to-the-mark

organization with less knowledgeable employees and

compromised user security compliance.

To conclude, all three hypotheses are positive hypotheses

that present that Gamification increases user security

compliance, and, in the Gamification, flow is directly

related to user security compliance. If the flow state is

higher, the user security compliance is higher, and if the

flow state is lower, the user security compliance is more

moderate. All the components of flow and user security

compliance are like a circle. If the loop breaks, the results

get distorted. The flow theory provides enough proof on

this topic. All three hypotheses are proven right from the

above-discussed literature. For a better understanding, the

flow theory is helpful enough, which states that the flow is

achieved through feedback, challenge, action-awareness,

clear goals, immersion, feeling in control, and autonomy.

Once the flow is achieved , it gives rise to self-

efficacy and psychological ownership. These two

combined leads to user security compliance intention.

This is the whole process of how the higher or lower

flow leads to a more upper or lower state of user security

compliance. Hence, the three hypotheses are accurate based

on the review literature and the investigations enacted in

that literature.

3.5 Conclusion

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To conclude, the three hypotheses of this paper are

justified by the articles mentioned above. It is proved

from the above review of literature that Game-based

training leads to higher-level user security compliance, A

high state of flow in game-based security training will lead

to higher user security compliance and A low state of

flow in game-based security training will lead to lower

user security compliance. Yet, there is a need for further

research in the field of gamified security training to find

solutions for the successful induction of flow based on

achieving a flow of all nine dimensions individually.

Furthermore, merely including a few gamification

components to a current framework is not the best

methodology. Equivalently, the rewards don't make an

exhausting purchase enjoyable over the long haul, game-

based training does not fix a terrible design. To know the

kind of motivation and flow, an employee needs to

undertake an efficient user security compliance might be

the optimal design of the game-based training.

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Repetitive word: flow

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[ and],

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