Description
Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance Mario Silica and Paul Benjamin Lowry b
aInstitute of Information Management, University of St. Gallen, St. Gallen, Switzerland; bDepartment of Business Information Technology, Pamplin College of Business, Virginia Tech, Blacksburg, VA, USA
ABSTRACT We conducted a design-science research project to improve an orga- nization’s compound problems of (1) unsuccessful employee phish- ing prevention and (2) poorly received internal security training. To do so, we created a gamified security training system focusing on two factors: (1) enhancing intrinsic motivation through gamification and (2) improving security learning and efficacy. Our key theoretical contribution is proposing a recontextualized kernel theory from the hedonic-motivation system adoption model that can be used to assess employee security constructs along with their intrinsic motiva- tions and coping for learning and compliance. A six-month field study with 420 participants shows that fulfilling users’ motivations and coping needs through gamified security training can result in statistically significant positive behavioral changes. We also provide a novel empirical demonstration of the conceptual importance of “appropriate challenge” in this context. We vet our work using the principles of proof-of-concept and proof-of-value, and we conclude with a research agenda that leads toward final proof-in-use.
KEYWORDS computer security; gamification; design science research; hedonic motivation; system adoption model; immersion; flow; security compliance; security education; training; awareness; SETA
Introduction
Information technology (IT) security compliance deals with techniques and processes that motivate employees to behave more securely when engaging with organizational systems and information [cf. 14]. Such compliance is of increasing concern for management and executives because of the global explosion of organizational security issues. Generally, IT security compliance has three objectives: (1) to mitigate or avoid security incidents and risks often caused by negligent employees [22, 65, 102], (2) to thwart criminal security behavior and computer abuse [65, 101, 102], and (3) to encourage prosocial and protective security behaviors in employees [45, 84]. A number of promising studies have applied various techniques to motivate employees to adopt secure intentions and behavior — from deterrence techniques [26, 101, 102] and discouraging employee neutralization [e.g., 91] to increasing the awareness of the risks and potential costs of noncompliance [e.g., 14], to increasing accountability [94, 95], to leveraging positive psychology or affect [15, 28], and even using more explicit threats and fear appeals [11, 52, 83]. Despite these efforts, employees remain the “weakest link” in organizational IT security because employee
CONTACT Paul Benjamin Lowry [email protected] Department of Business Information Technology, Pamplin College of Business, Virginia Tech, Pamplin Hall, Suite 1007, 880 West Campus Drive, Blacksburg, VA 24061 USA
Supplemental data for this article can be accessed on the publisher’s website.
JOURNAL OF MANAGEMENT INFORMATION SYSTEMS 2020, VOL. 37, NO. 1, 129–161 https://doi.org/10.1080/07421222.2020.1705512
© 2020 Taylor & Francis Group, LLC
behavior can easily undermine it [102]; moreover, it is ultimately the employees’ respon- sibility to comply, and they often do not [22, 83].
Understandably, researchers have questioned whether extant organizational security approaches are efficacious. For example, deterrence techniques were designed for criminal behavior and may be inappropriate for security policy noncompliance [26, 102]. Techniques that employ threats and intensified risks can have unintended consequences, including negative employee reactance [63, 65].
In contrast, security education, training, and awareness (SETA) programs can leverage a more positive approach. SETA programs aim to provide employees with the knowledge and motivation necessary to comply with security policies when confronted with a security risk [21]. However, it is evident that many of the current compliance-related training approaches are relatively ineffective; many employees continue to be noncompliant [102]. This is troubling, as SETA programs have long been considered fundamental to organiza- tional security governance, and despite repeated calls to address this promising research area, researchers have not examined how to make SETA programs more effective, with a few promising exceptions [e.g., 21].
Employee training is notorious for failing, as even though it often delivers the right content, employees often lack the motivation to embrace the training and apply it in their everyday work, thus causing performance and even reputational failures [67]. Employees also have difficulty focusing on lengthy training sessions, especially when they are con- cerned about their actual work tasks. This is especially true in the context of security, in which most employees are not experts and lack efficacy. Most employees do not recognize the importance of caring about security in the context of everyday work. Thus, changing users’ security-related behaviors through training is highly complex and prone to failure [57]. This is a common problem in employee training, during which employees lack conscientiousness and thus do not develop the efficacy needed to apply what they have learned [67]. Ferguson [36] essentially declared SETA programs useless after conducting an experiment involving four hours of training, as the participants were generally unmo- tivated and 90 percent failed to detect a phishing attack.
Rather than similarly concluding that SETA programs are ineffective, we instead aim to improve them. We propose that a solution must begin with the recognition that most security training is not enjoyable or motivating—it is perfunctory, arcane, and outside employees’ normal practice and expertise. We posit that security training based on gamification principles1 (e.g., game-like features applied to nongaming contexts) is an effective approach for improving intrinsic motivation, learning, coping skills, and subse- quent security compliance. People are more motivated and conscientious when they have an enjoyable, immersive experience. However, a recent cross-sectional study complicates our proposition: although Baxter et al. [8] established that their gamified security training system was fun, enjoyable, and preferred over other methods, no statistically significant evidence showed that the gamified system actually increased the users’ knowledge.2
With the final goal of improving security training in organizations, our study strength- ens the promising foundation of this literature and applies an approach to gamification grounded in both motivation theory and design-science research (DSR). Our aim is to improve not only the delivery of organizational security training through gamification, but also the security-related motivations, efficacy, learning, intentions, and behaviors of employees receiving such training. Our six-month field study in an actual organization
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with 420 participants shows that fulfilling users’ motivations and coping needs through gamified security training can result in statistically significant changes—including an improved ability to efficaciously respond to actual phishing attempts.
Gamification Literature Review
Gamification applies knowledge from gaming theory and flow theory [23, 24, 92] to nongaming contexts. Thus, gamification is “the application of lessons from the gaming domain in order to change stakeholder behaviors and outcomes in non-game situations” [85, p. 352]. Gamification was first implemented in an organizational context during the “Cold War” when workers and factories in the Soviet Union used a points-based system of competition to increase productivity (which was detached from economic reality and thus backfired) [71]. In 1984, Coonradt [19] became one of the first researchers to apply gamification to a business context to motivate employees by including frequent feedback, clear goals, personal choice, and gaming features. Although gamification emerged from the flow literature as it applied to gaming, scholars have not reached a consensus regard- ing gamification’s definition [92]. Similarly, Liu et al. [59] concluded
The common themes that emerge from the various definitions over the past decade are: gamified systems must have specific user engagement and instrumental goals, and the way to achieve these is by the selection of game design elements. (p. 3)
Another key gamification concept is that a game-like user experience activates users’ individual motives [22, 61].3 Summarizing the various definitions of gamification in the literature, we propose the following working definitions of gamification:
● Gamification is the use of game-like IT design artifacts and system processes to strengthen motivations and encourage specific behavioral changes in users for specific instrumental goals.
● Security gamification is applying game-like design artifacts and system processes to strengthen employees’ motivations to encourage learning, efficacy, and increased employee compliance with organizational security initiatives.
Previous research has suggested that game design can include the use of goals, rewards, and storytelling [53] to stimulate experiences of challenge and curiosity [33] and that the conceptualization of gaming elements is highly important for user–game engagement [58]. However, Bui et al.’s [13] review of gamification design artifacts offered two interesting conclusions: (1) most studies did not explain the technological elements of the gamified systems, such as how these artifacts foster gamification, and (2) there is a
… large gap in research of potential relevance to organizations … more research is needed on employees interacting with group systems resulting in collaboration dynamics and longer- term behavioral outcomes [13, p. 11].
Bui et al.’s review supports three of our study’s core assumptions. First, a careful DSR approach should be used to create gamified systems. Second, gamification must be applied in a realistic organizational context using longer-term approaches that focus on mean- ingful engagement to produce meaningful results. Third, the DSR kernel theory must be
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carefully contextualized to the instrumental goal of the gamification task—in our context, improving organizational security through training interventions.4
Several researchers have posited that gamification can foster employees’ training and sub- sequent compliance with organizational security [e.g., 2, 8]. These studies are reviewed in Online Table A.1. This research stream faces several challenges, which we address fully in our research: (1) the majority of the studies used one-time cross-sectional data, and none used long-term or longitudinal data; (2) the participants were mainly students, and thus many of the tasks had no ecologically valid relationship to actual organizational security in practice [cf. 60]; (3) the research designs lacked control groups, so there was no way to empirically establish that the gamification context was an improvement over the status quo; (4) actual behaviors were not measured; (5) many studies did not use theory, and none developed a cohesive theoretical foundation; (6) most did not involve a working system; and (7) most did not achieve meaningful engagement5 or articulate the importance of instrumental (e.g., improved IT security compli- ance) and interaction outcomes (e.g., measurable increased immersion) [cf. 59].6
DSR Applied To Gamified Security Training
Given the compelling opportunities in the literature, we argue that an improved approach is needed. Likewise Liu et al. [59] concluded that the gamification literature in general does not explain
how these design elements should be chosen for specific tasks, and how they interact among themselves and create the desired user interactions that engage the user and lead to the intended instrumental goals (p. 3) [emphasis added in bold typeface].
We thus propose that gamified security training represents a natural opportunity to apply a DSR approach to bridge the related opportunities in design, theory, methodology, and practice from our introduction.
Overview of Our DSR Approach
Previous gamification studies have largely lacked a systematic DSR approach [13] to the security context. In a non-gamified security context, Vance et al. [95] explained that although there is no single, authoritative approach to DSR, a common expectation of DSR is that the solution can be described and evaluated in terms of proof-of-concept and proof-of-value [e.g., 38, 41, 77, 93]:
Proof-of-concept is the point at which enough evidence exists to show that the described conceptual solution of design is feasible and promising, at least in a limited context … . In contrast, proof-of-value is achieved when researchers show that an IT artifact actually works in reality. [95, p. A6] [emphasis added in bold typeface]
Similar approaches to proof-of-concept and proof-of-value have recently been introduced in contexts such as cyberbullying [64], autonomous scientifically controlled screening systems [93], and a video-based screening system [82]. However, according to [75, p. 16], the third concept of proof-of-use can also be applied to DSR. To support our DSR approach, we adhered to a DSR methodology that closely follows the method advocated by Nunamaker et al. [76] and elaborated on by Peffers et al. [81].
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We systematically established proof-of-concept and proof-of-value and moved toward ongoing proof-of-use by implementing a system actually used in practice. Next, we explain how we systematically combined relevance with theoretical rigor, leveraging additional DSR principles to embody the principles of the “last research mile” as advocated by Nunamaker et al. [75]. This involved an extensive, iterative process based on the security gamification literature, DSR, system development, and feedback from the target organiza- tion. Despite its iterative nature, the DSR process we leveraged can be described in the following seven steps (two final steps are addressed in the discussion section).
Establish the Gamified Design as an Artifact We followed Liu et al. [59], who proposed a key gamification design principles illustrated by a running case (HealthyMe). Although we applied the majority of their design principles, some were inapplicable to our organizational security context or specific design choices.7 Figure 1 depicts our final design framework in which we were able to focus on design as an artifact [cf. 41]. Liu et al. [59] suggested focusing on the design and development of the gamified system before focusing on the outcomes. We did so following the DSR approach advocated by Nunamaker et al. [76] and shown in Figure A.1 (Supplemental Appendix A): (1) theory building, (2) systems development, (3) experi- mentation, and (4) observations. These steps encapsulate several subprocesses, such as those of Peffers et al. [81].
Focus on Design Problem Relevance Our research started when the French company invited one of the authors to help create a system that would encourage better employee IT security compliance through online training. The company had faced an ongoing problem of employee carelessness regarding security issues, including falling for phishing attacks. Their existing e-mail-based training system was not positively viewed within the firm.
Moreover, our literature review revealed that the traditional approach of encouraging IT security compliance through sanctions is inconsistent and can backfire. We also learned that gamification could potentially positively influence employee training and motivation. However, no prior research has established clear empirical evidence that employees’ security learning and efficacy perceptions could be positively influenced by gamification.
Gamification design elements
- Gamification objects - Gamification mechanics
Target system - User - Task - Technology
User interaction system - User to system - System-to-user - User to user
Experiential outcomes
Instrumental outcomes Gamification design
principles
Gamified system Meaningful gamification
Challenge Learning
Response efficacy Self Efficacy
HMSAM
Figure 1. Framework for design and research of gamified systems (adapted from Liu et al. [59]).
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Create Objectives for Design Evaluation Our objectives were to build a gamified training system based on a native information systems (IS) motivational theory as the kernel theory that was tested in an ecologically valid manner using a long-term field experiment. We thus undertook an iterative process of design and development, balancing concepts, designs, and concepts from the literature with the client’s training requirements. We unit tested the system and then ran a pilot test with human subjects to further evaluate the design objectives.
Apply a DSR Kernel Theory Contextualized to Gamification A key step of designing a gamified system is to carefully choose the gamification design principles that serve as the bridge between the system and meaningful engagement [59]. This step establishes the user-interaction processes that occur between user-system-user actors. We first analyzed kernel theories [73] that would support and motivate the employees’ security learning and behavioral change. We surmised that the hedonic- motivation system adoption model (HMSAM) [62] was particularly suitable as a kernel theory and evaluation model when extended to the security context and coping support. This extended model consisted of two main components that further inspired design principles: (1) motivation fulfillment to inspire gamified systems use and (2) coping support so the users can deal with security issues and engage in security-related behavioral change.
To proceed with context-specific theorizing, we used a framework similar to the one suggested by Hong et al. [43], which suggests that the technology artifact is an additional element in theorizing that should be considered. In IS research, contextualization usually involves the introduction of contextual features into previously established general mod- els, as in the contextualization of the unified theory of acceptance and use of technology [96] to the adoption and use of collaboration technologies [12]. Our most important contextualization consisted of adding context-specific factors—learning, security response efficacy, and security self-efficacy—to HMSAM.
Propose Guiding Design Principles to Bridge DSR Design Objectives and the DSR Kernel Theory Following DSR, the subsequent design principles needed to rely on carefully chosen design elements. Thus, we proposed the first design principle:
Design principle #1: The gamified training system should incorporate different design elements that increase employees’ motivation and fulfillment.
Regarding coping support, it is crucial that the new system has features that sustain and leverage employees’ knowledge in such a way that employees will not only be intrinsically motivated through enjoyment but will also acquire the new knowledge effectively. This led to the second design principle:
Design principle #2: The gamified training system should provide new knowledge through a learning process that is meaningful, entertaining, and fun.
Here, there are three conceptual design issues that need to be addressed [73]: The first is the “conceptual distance between a latent independent variable (cause) and its corre- sponding design items” [73, p. 311], which in our case translates into the potential for both intrinsic and extrinsic motivations to positively influence security learning and
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behavioral change. Both intrinsic and extrinsic motivations can positively influence an individual’s security behavioral change [e.g., 14, 40]. However, extrinsic motivations may provide only temporary compliance [55] and intrinsic motivations are more powerful in driving employee’s behaviors [78]. Likewise, intrinsically motivated learners were found to demonstrate higher achievements in learning [9]. To satisfy this meta-requirement, we focused primarily on intrinsic motivations when designing the system, although there may be some spillover into extrinsic motivations.
The second issue concerns the “conceptual distance between a latent dependent vari- able (effect) and its corresponding measurements” [73, p. 312]. Here, the challenge involves choosing the right measurement items, which is especially important for DSR so that design evaluation and research rigor can be established [41]. We thus carefully reviewed the literature and, whenever possible, selected established measures, as further documented in the method section.
The third and final conceptual design issue concerns the “potential interdependence of simultaneously implemented design items” [73, p. 312]. This is the problem of confounding design elements that may have different effects on the artifact evaluation. For example, we had to decide whether to guide the learning process through a recorded video or through a series of brief, interactive lessons that used graphical examples of phishing mistakes typically made by employees. Here, the design decision influenced the evaluation of the artifact. Our target organizations placed a premium on simplicity; thus, we chose short informative lessons. Such decisions can influence the “solution space for other design decisions; however, this may lead to lock-in situations with respect to the final artifact” [73, p. 312].
Establish Proof-of-Concept We followed four primary steps to establish proof-of-concept [cf. 81] before we proceeded to empirical testing. The company was pleased by the positive results, and the feedback from employees was highly positive. Thus, the solution worked well in practice, which provided evidence of proof-of-concept [80].
Step 1: Before creating a working prototype, we reviewed the gamified security litera- ture to learn about gamification features that may work well in a security context and understand why this is the case.
This review is detailed in Supplemental Appendix A (see Tables A.1–A.2). Step 2: We then created Table A.3 to propose how gamification elements should be
implemented in our context and that we followed to implement multiple versions of our security training system. We also mapped these elements to the various ways that flow (in our context, immersion) can be fostered [24] and mapped the elements to the intrinsic motivations they could potentially fulfill.
Step 3: We then further bridged design and theory by systematically applying our kernel theory, HMSAM, by mapping the derived gamification element relationships to HMSAM constructs, as shown in Table A.4. This allowed us to conceptually check whether our design could fulfill intrinsic motivations and provide an “appropriate challenge.”
Step 4: Finally, in Table A.5 we mapped specific motivations to each of the gamification design elements. We used a taxonomy of major motivations for system use in [61] where the motivations were suited for the security training context. By analyzing mappings from Table A.4 and Table A.5, we observed the same relationships with motivations. For example, play/ enjoyment/fun can be found in 11 gamification design elements (Table A.5.).
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Establish Proof-of-Value To establish proof-of-value, once the system was deemed ready, we first formally pilot tested it and the kernel theory with students. However, the key step in establishing proof- of-value involved a long-term field experiment with actual employees using the gamified security training system. These details, and the subsequent rigorous analyses, are addressed fully in the section after the next section. Before addressing the full proof-of- value methodologies and analyses, the next section details how we operationalized our kernel theory, HMSAM, to develop testable hypotheses for empirically establishing proof- of-value.
Kernel Theory Foundation for Proof-of-Concept and Proof-of-Value
The key role of our kernel theory, HMSAM, was twofold: to guide the design and help establish proof-of-concept, and to be operationalized to test it for further proof-of-value. Again, this process was iterative such that what we learned in developing hypotheses informed design, and vice versa. Here, our focus is on the derived operationalized hypotheses and the logic behind them.
HMSAM was chosen primarily because it is a native IS theory that focuses heavily on intrinsic motivations in systems use [62], which we found to be a natural fit for our gamified context. Namely, HMSAM was designed to explain how fulfilling motivations can lead to increased immersion and behavioral intention (BI) and ultimately to behavioral change [62]. These explanations are more theoretically powerful and appro- priate predictors of BI than traditional factors, such as perceived ease of use (PEOU) or joy [62]. HMSAM builds on flow theory by re-envisioning the original conceptualiza- tion of cognitive absorption (CA) developed in [3]. The CA construct was inspired by flow theory, which was not proposed with systems in mind, and is defined as a deep state of involvement with systems (i.e., immersive systems use). Gamified systems thus represent an ideal setting in which to investigate CA, which has affective and cognitive components and is an intrinsic motivator. Whereas the original conceptualization of CA assumed that its components (curiosity, joy, control, and immersion) occurred simultaneously as one formative construct [3], HMSAM examines CA’s components independently and explains how the fulfillment of intrinsic motivations fosters asso- ciated BI (or, in the original HMSAM, system acceptance intentions). Lowry et al. [62] argued that this approach is more consistent with flow theory’s understanding of flow as a process that unfolds over time and involves multiple constructs.
HMSAM also leverages the technology acceptance model (TAM) to explain that intrinsic TAM elements are lower-order factors in the creation of immersion and BI. Consequently, HMSAM is a process-variance model in which intrinsic TAM elements, like PEOU and enjoyment, are lower-order elements that precede immersion and combine to change BI.
Figure 2 depicts the HMSAM that we extend for the new context of BI related to security learning and compliance. Our extensions are shown as hypotheses; all remaining paths are replications of HMSAM. Our model suggests that the factors of improved security learning, efficacy perceptions, and the ability to cope with security challenges encourage positive behavioral change by strengthening employees’ intentions to follow security policies and improving their phishing-response behaviors.
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Core Kernel Theory Assumptions for Achieving Immersion
A core assumption of our operationalized kernel theory is that the experience of flow (and thus, in our context, immersion) arises from the satisfaction of three conditions: (1) clear goals, (2) unambiguous
feedback, and (3) a balance of challenges and skills [29]. The first condition indicates the importance of instrumental goals, as stressed by Liu et al. [59], which suggests that the gamification system should
Enable the accomplishment of dual goals, in which both sides can see benefits (e.g., improved security knowledge for the employee and fewer security breaches for the company). Unambiguous feedback can be delivered by providing gamified feedback in the training itself. In the gamified system, this could be augmented with leaderboards, points, measurement against goals, features that convey a sense of general progress, and the presence of a gamemaster [2, 8, 42]. Balancing challenge and skills, fostered through learning and the efficacy and coping derived from it, is a core focus of the remainder of this section.
Infusing Learning and Security Coping into Our Context
Like motivations, positive coping skills can foster behavioral change. A key way to deliver coping skills is through SETA programs [e.g., 21]. Our gamified environment provides common SETA-based training related to organizational security systems, particularly to help employees learn how to identify and avoid phishing attacks and suspicious e-mails. Research has found a link between learning and behavioral engagement [44]. The more employees learn, the more they will be prepared to implement protective security behaviors [cf. 84]. Employees who have a deeper knowledge of security risks and ways to thwart them are
Challenge*
PEOU
PIU
Curiosity
Joy
Control Immersion
Behavioral intention to
follow security policies
Actual phishing response, following
security policies
H6
Learning
Security response efficacy
Security self-efficacy
H4
H1
H2a
H2b
H3b
H3a
*Key limiting assumption: Challenge must be “appropriate” in balance with learning and efficacy) and progress over time to sustain curiosity; otherwise, it can decrease immersion.
Model part 2 (in grey): Coping support for security issues
to encourage security-related behavioral change
Model part 3 (grey hash): security-related and
demographic controls H5
Lines without hypotheses represent replications of previously established relationships
Actual Behavior Controls
Age Gender
Experience Education
OSC TMSC OCM
BI Controls
Age Gender
Experience Education
OSC TMSC OCM
Figure 2. Operationalized and extended Kernel theory: HMSAM. PEOU, perceived ease of use; PIU, perceived intrinsic usefulness; BI, behavioral intention to follow security policies; OSC, organization security communication; TMSC, top management security commitment; OCM, organization computer monitoring.
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more likely to believe they can comply and protect their organizations. Conversely, employees who have little knowledge in this area are more likely to be uncertain and make poor security decisions. Research shows that the learning process strengthens one’s abilities; as a result, one pays more attention to the context, content, and environment, all of which must be properly assessed to make effective security decisions [51]. Thus,
Hypothesis 1. Increased perceived learning in a gamified security training context is asso- ciated with increased BI.
Such learning fosters general coping abilities, most commonly termed “security response efficacy” and “security self-efficacy” [e.g., 11, 52]. Response efficacy is “the belief that the adaptive response will work, that taking the protective action will be effective in protecting the self or others” [37, p. 411]. Self-efficacy is the degree to which individuals believe they are capable of preventing threats [11]. Security researchers have reconceptua- lized these concepts extensively and from several perspectives [11, 49, 52, 99, 100]. In our context, security response efficacy means that employees believe that what they were told to do in their security/phishing training will work to prevent the threat, and security self- efficacy means that they believe they can deal with the security response themselves. Thus, if employees learn a new protocol that is purported to mitigate phishing attacks and they believe the process is efficacious, they will be more likely to follow it.
Research [79] has also found that goal-oriented individuals demonstrate higher levels of task-specific efficacy. Our gamified environment fosters a goal orientation with a clear task objective and concrete feedback. Performance and achievement lead to higher levels of self-efficacy, and an informal social learning environment directly influences employee efficacy levels [68]. This suggests that employees will not only demonstrate higher levels of efficacy but also be more certain of their ability to apply newly acquired knowledge in practice. Learning also leads to greater efficacy, which in turn generates more interest and more learning [51]. Thus, it is likely that there are feedback mechanisms between efficacy and learning. However, for concision, we predict:
Hypothesis 2a–b. Increased perceived learning in a gamified security learning context is associated with increased (a) security response efficacy and (b) security self-efficacy.
Coping and Behavioral Change
Research has demonstrated the importance of improving coping skills as a means of encouraging behavioral changes in employees that result in better adherence to security policies [e.g., 11, 14, 52, 100]. Recent research [100] has identified a clear link between coping adaptiveness (e.g., task-focused coping) and perceived phishing detection efficacy. This is partially supported by recent findings that awareness and motivation are crucial for security compliance [16].
Efficacy should increase not only as a result of learning but also specifically as a result of learning through a gamified system, because such systems make learning more efficacious. Gamified systems provide “powerful social psychological processes such as self-efficacy … [that] provide rewards … [and] drive most of the long-term participation” [31, p.16]. Per Bandura [6], setting and assigning goals (e.g., badges or levels in gamified systems) enhances self-efficacy.
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Thus, the increased self-efficacy and response efficacy resulting from gamified systems should lead to an increased intention to act securely, as more employees will feel capable of acting securely and believe that the desired security decision will be effective.
Hypothesis 3a–b. Both (a) increased security response efficacy and (b) security self-efficacy in a gamified security training context are associated with increased BI.
Balancing Skills and Challenges
Again, the third condition of achieving immersion, per Davis and Csikszentmihalyi [29], is balancing skills and challenges. In gamified contexts, flow occurs when perceived skill and challenge levels are balanced; however, if such levels are initially low, apathy instead of engagement can occur [20]. Likewise, a key role of gamified components is to stimulate experiences of both curiosity and challenge [33], with challenges driving immersive engagement [47]. Thus, “if stimuli from an experience are either too challenging or not challenging enough, interest and curiosity decline” [61, p. 539].
Thus, we add to HMSAM the concept of challenges, which when met can fulfill motivations and ultimately facilitate immersion. However, the key limiting assumption of this addition is that a challenge is most likely to be useful if it takes the form of an appropriate challenge, which is “the degree to which the perceived positive challenge of an activity matches the perceived skills of the user” [61, p. 539]. Thus, as it relates to an employee’s instrumental goals, learning, and efficacy, a gamified training task should be neither too challenging nor too facile. The greater the challenge, the greater the behavioral engagement required to overcome it [89]. Likewise, we assume that the challenge should become more difficult (e.g., “levels up”) as the employee learns and becomes more efficacious [e.g., 7]. Otherwise, curiosity will be under- mined, and boredom can ensue.
Meng et al. [69] argued that the optimal challenge leads to optimal immersion. We likewise argue that (1) good gamification delivery involves progressive challenges, but (2) such challenges must be appropriate, and thus, a challenge might become “too much” for an end user and cause diminishing returns. This state represents an inverted U-shaped relationship in which a “relationship exists if the dependent variable Y first increases with the independent variable X at a decreasing rate to reach a maximum, after which Y decreases at an increasing rate” [39, p. 4]. A recent study [66] employed the two- player StopWatch game to confirm through electrophysiological evidence that this inverted U-shaped relationship exists between perceived challenges and one’s intrinsic motivation. Namely, in situations in which the challenge is optimal, one’s immersion should increase up to the apex of the curve, whereas further increases of the challenge beyond the optimal point should lead to decreased immersion. Thus,
Hypothesis 4. Perceived challenge will have a positive and curvilinear (inverted U-shaped) relationship with perceived immersion in a gamified security training context.
Fulfilling Motivations for Behavioral Change
CA theory [3] predicts that immersion is positively associated with BI, which has been replicated in HMSAM gaming research [62]. However, we have extended HMSAM, such
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that BI is parallel to our context and thus involves the intention to follow security policies, not the intention to use a system. This is a theoretically reasonable extension, because HMSAM’s behavioral predictions are rooted in TAM, which is rooted in the theory of reasoned action (TRA) [5]. TAM, the TRA, and the related theory of planned behavior (TPB) [4] consistently exhibit a strong link between attitude formation, intention, and behavior that extends far beyond mere system usage. This is the case regardless of shifts in the behavioral target, as long as the target is in the same context.
Gamification and immersion are powerful influences on behavioral change in indivi- duals, and they should be especially apt in our gamified security training context. An earlier study [72] predicted, but did not empirically show, that meaningful gamification should motivate and lead to long-term behavioral changes. A key reason for this is that motivations can be fulfilled through immersion. Immersion in gaming contexts is the experience of being engaged in the game-playing experience while having partial aware- ness of reality [62]. In learning contexts, immersion occurs as a result of appealing to intrinsic motivations, such as learning new things and being engaged [35].
Immersion is an experience of total involvement that causes external demands to be ignored [3, 62]. This increased focus, combined with the fulfillment of motivations, creates ideal conditions for learning and behavioral change. Research [98] has found that higher levels of immersion lead to greater usage intentions than lower levels of immersion. By influencing the state of flow/immersion, gamification positively and continuously influ- ences intentions and actual behaviors. Numerous studies have found that intrinsic moti- vations are strong predictors of meaningful user behavioral change outcomes, such as satisfaction, continuance intentions, and perceived performance [25, 61].
The underlying causal mechanisms are not just cognitive, as inferred by the TRA, but also physiological. Thus, they are surprisingly powerful. Prior research has identified several neurological causal mechanisms involved in flow and gaming, showing that games lead to numerous neurological changes: (1) the brain releases more dopamine, which is associated with pleasure and consequently increases motivation [54]; (2) testos- terone is increased, affecting energy, mood, and self-esteem [34]; and (3) memory is improved by training the amygdala, the brain’s memory and decision center, to better respond to similar situations in the future [10]. These factors can lead to dramatic behavioral changes.8 Thus, assuming that the underlying mechanisms of the TRA and of the gamification of intrinsic motivations and learning hold true in our context, employ- ees should be motivated to strengthen their context-related intentions when they have a more immersive learning experience.
Hypothesis 5. Increased immersion in a gamified security training context is associated with increased BI to comply with the security policies employees are learning.
Moreover, both the TRA [5] and the TPB [4] predict a strong link between intention and behavior. In the information security context, several studies have suggested that it is more realistic and valid to measure actual behaviors than intentions [11, 22, 60]. It is particularly important to measure actual behaviors, as it is clear that good intentions do not always lead to good behaviors in organizational security contexts, as employees often have conflicting roles and motivations with respect to security requirements [11, 22, 83].
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Measuring behaviors is an excellent way to further determine whether gamification can result in meaningful security training and behavioral changes. Thus,
Hypothesis 6. Increased BI should be associated with an increased actual phishing response, when following the same security policies.
Modeling Counter-explanations Through Control Variables
Testing counter-explanations of other possible predictors has pragmatic relevance in IS security research [83]. We do so by modeling common demographic covariates and alternative security constructs, as follows: age, gender, experience, education, organization computer monitoring (OCM) [27], organization security communication (OSC) [17, 88]; and top management security commitment (TMSC) [46].
Procedures for Design Evaluation for Proof-of-Value
Pilot Study for Proof-of-Value
Once we deemed the system to have achieved reasonable proof-of-concept, we prepared to rigorously establish its proof-of-value. Thus, we first conducted a pilot study with uni- versity students (N = 45). The study spanned three months and included monthly data collection. This allowed us to refine the procedures and test the instruments’ validity and reliability.9
Main Study Design for Proof-of-Value in Actual Use
The final study for formal proof-of-value in actual use was designed as a controlled field experiment using an unbalanced design of two treatment and one control groups. A total of 800 employees from a large international French company were invited to participate, who were confirmed from HR records to have not received security training. Only offices in which English was the main language (i.e., the United Kingdom, the United States, and Australia) participated to prevent potential language issues and website localization. The 488 employees who positively responded10 were randomly assigned to one of two groups: the gamified system treatment group (420 employees) or the e-mail treatment group (68 employees); they were determined to be demogra- phically equivalent. The control group (38 employees) was not explicitly invited so they would not know they were used as controls; this was created using a random sample from the organization’s HR database of employees. The participation rate of over 50 percent is high for organizational field studies. Thirty-six participants were removed because of implausibly short response times [under eight minutes], incomplete answers, and illogical response patterns. The final sample included 384 responses. The average age of the participants was 33.4 years (SD = 11.2 years); 52 percent were male and 48 percent were female.
Notably, the control group received no training or notifications. However, the gamifica- tion and e-mail groups received the same training content and the same frequency of training, reminders/notifications, and quizzes. These two sets of participants were invited
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to take a quiz after completing each training session. This allowed for a cleaner manipulation between gamified interaction versus non-gamified e-mail interaction. A custom Web-based gamification application was created by one of the researchers using .NET technology, and all design elements were developed based on previously identified game mechanics.
Gamified System and Procedures
The gamified system’s objective was to educate users about security topics using various game design elements. In the first step, users registered for and signed in the website. Next, users chose an avatar (Supplemental Appendix B, Figure B.1), and after completion, users were redirected to the main screen (see Figure 3).
At the first login, the gamemaster appeared and explained the game mechanics (e.g., how to earn points). The gamemaster appeared at different stages/levels of the game. For example, if the user had not logged in for over one week, the gamemaster sent an e-mail (the same notification frequency was used for the e-mail group) inviting the user to continue and providing the user with information about current achievements and top scorers (via the leaderboard). The objective of the game was to complete quizzes and read different tips related to security education about malicious software (malware), spam, and especially how to avoid falling victim to phishing attempts. By playing different rounds, users accumulated points that allowed them to receive additional incentives in the form of monsters (monsters represented trophies) and to advance to another level (bronze, silver, and gold). In addition, a leaderboard of top employees with their corresponding scores was displayed on the main menu interface. Different rounds with quizzes and other educational elements were offered to users every two weeks (again, the same frequency was used for the e-mail group). This gave users time to educate themselves about different security and phishing topics and to acquire the knowledge necessary to correctly answer questions.
Figure 3. Main screen of gamified system.
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The participants in the e-mail control group did not participate in the controlled field experiment but followed a more traditional security education approach limited to e-mail communication. E-mail communication (Figure B.5) offered the same content as the gamified system, but the format was less visually appealing and contained more textual explanations. Nonetheless, the content of the e-mail communication was useful, clearly written, and easy for employees to understand.
We chose phishing as a key focus of the training because it is a much more urgent concern for management than behaviors like reading spam or failing to check for viruses. Moreover, responding to a phishing attack is an objectively auditable security behavior. Participants completed a survey at three months and at the end of the game (i.e., six months). To measure users’ security behaviors, we sent a phishing e-mail to employees’ inboxes without their knowledge. This process was administered by a third-party company that specializes in phishing testing/training. An e-mail was sent to employees asking them to change their passwords by clicking on the internal company’s link (the link led to the third party’s website, which tracked a lack of compliance). Employees’ decisions were coded as binary variables (“0” for not clicking or “1” for clicking), which measured users’ security behaviors. To establish anonymity, and a link between each employee’s security gamification platform presence and the phishing e-mail, a unique random number was created for each participant and that number was used for the survey.
Measures for Design Evaluation
The measurement items were borrowed or adapted from previous studies (see Table C.1). All scales were reflective, using a seven-point Likert-type scale ranging from completely disagree (1) to completely agree (7). A new measure was created for challenge, which corresponded to the perception of the game’s level of difficulty. The actual phishing behavior construct was a binary value (0 or 1).
Analysis for Final Proof-of-Value
Measurement Model
First, a confirmatory factor analysis was conducted. The results indicated that some items’ standardized regression weights were lower than 0.60 (e.g., JOY1 and PEOU1) and were thus removed. After rerunning the model, all other factor loadings were higher than the recommended 0.60 value. Next, the average variance extracted (AVE) values were checked to ensure that all values exceeded 0.50.
According to all tests, the measurement model exhibited good reliability, and conver- gent validity and discriminant validity11 were established. Table D.1, in Supplemental Appendix D, details the loadings. Table D.2 summarizes the discriminant validity and AVEs for the model. Table D.7 presents the statistics used to assess the quality of the measurement model’s measures. We confirmed that the Cronbach’s α values for all scales were higher than 0.70 and found that multicollinearity was not an issue. In addition to taking several measures to prevent common methods bias, we conducted two tests to demonstrate that it was likely not a factor in our data (see “CMB and Multicollinearity” in Supplemental Appendix D).
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Structural Model Results
We used Mplus 7 software, a covariance-based structural equation modeling (CB-SEM) tool, to test the model. Mplus 7 allowed for the theory and hypotheses to be assessed for model fit and provided a logistic regression analysis for the dichotomous outcome variable (i.e., actual phishing response behavior). Age, gender, experience, and education were included in the analysis as controls for intentions and behaviors; the organizational security constructs of TMSC, OSC, and OCM were added as counter-explanations. Figure 4 depicts the structural model results. Table D.8 summarizes the full structural model testing details, which included three stages of model testing: Model part 1 (HMSAM replication only), Model part 2 (extension to add coping and challenge), and Model part 3 (full model with controls and theoretical counter-explanations). All HMSAM replications were supported, except joy to BI and control to immersion. All hypotheses were supported (Hypothesis 4 is addressed last); our results at month three were similar, but not as strong (Table D.3). When we modeled the data for the e-mail treatment alone, the results were much worse (see Tables D.4 and D.5). Interestingly, the e-mail treatment results worsened or remained the same between the initial three-month period and the six-month period.
Finally, H4 was supported, but because Hypothesis 4 was hypothesized as a nonlinear relationship, we first ran the model with original indicators and then estimated the construct that had the proposed nonlinearity.
We then performed the transformation through a squared term and entered this new variable in the SEM model, in which both the main effect and the squared term were related to the same dependent variable. A similar approach was used in Moody et al. [70], which tested a curvilinear model with covariance-based SEM. The variance inflation factors (VIFs) increased and ranged from 1.945 to 9.453 with the model fit RMSEA 0.062, SRMR 0.069, CFI 0.929, and TLI 0.923 for the gamification treatment and RMSEA 0.072, SRMR 0.078, CFI 0.905, and TLI 0.902 for the e-mail treatment. Although the model fit and VIFs worsened, the values were still within the acceptable ranges and are expected to worsen when including a squared term.
Challenge*
PEOU
PIU R2 = 0.177
Curiosity R2 = 0.123
Joy R2 = 0.472
Control R2 = 0.505
0.205***
Immersion R2 = 0.645
BI R2 = 0.628
0.433**
0.673***
0.701***
0.603***
0.661***
0.677***
0.377 n/s
0.473***
0.730***
Actual phishing response, following
security policies
H6 0.415***
Learning
Security response efficacy
R2 = 0.173
Security self-efficacy
R2 = 0.481
H4 0.540***
H1 0.839***
H2a 0.255***
H2b 0.683***
H3b 0.220***
H3a 0.131**
Model part 2 (in grey): Coping support for security issues
to encourage security-related behavioral change
Model part 3 (grey hash): security-related and
demographic controls
H5 0.516***
Lines without hypotheses represent replications of previously established relationships
Actual Behavior Controls
Age n/s Gender n/s
Experience n/s Education n/s
OSC n/s TMSC 0.122*
OCM n/s
BI Controls
Age n/s Gender n/s
Experience n/s Education n/s
OSC n/s TMSC 0.113*
OCM n/s
0.783***
*Key limiting assumption: Challenge must be “appropriate” (in balance with learning and efficacy) and progress over time to sustain curiosity; otherwise, it can decrease immersion.
Figure 4. Structural model testing results of the operationalized Kernel theory at six months12.
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Manipulation Checks of Instrumental Goals
Given that the field experiment was conducted to determine whether the gamified training system could increase learning and immersion as well as decrease employee susceptibility to phishing, a crucial piece of the analysis was the manipulation checks, as they indicated whether the gamified system delivered on its instrumental goals to improve security learning and compliance. This was confirmed by the two manipulation checks. First, we compared the degree to which the small group of randomly selected employees (those in the control group who did not participate in the gamified group or e-mail group) and the gamified treatment group were successfully phished. The results in Tables 1 and 2 indicate that there was a significant difference in the expected direction. Strikingly, those with e-mail training performed no better than those who received no training at all.
The treatment effects that occurred between the e-mail and gamified groups in terms of the model variables were also examined. A multivariate analysis of variance (MANOVA)13
was run to compare the values for significant differences. Crucially, our group (i.e., cell) sizes were different; thus, we carefully checked to ensure that we adhered to the assump- tions of MANOVA, which included the confirmation of Box M (see “Box M and MANOVA assumptions” Supplemental Appendix D). Table D.9 summarizes the means and SDs comparing these two groups at the end of six months (Tables D.6 and D.7 provide the respective correlations). To compare the actual behaviors between the two groups, the Z-score (2.2561, p < 0.05) was calculated, confirming that the two groups’ actual behaviors were significantly different and in the expected direction.
Discussion
The discussion of our study is guided by the structural example provided by Abbasi et al. [1] and the DSR evaluation principles of Hevner et al. [41]. We also lean heavily on inspiration found in following Liu et al. [59], Nunamaker et al. [76], Peffers et al. [81], and Gregor and Hevner [38].
Table 1. Summary of who was and was not phished in the control and treatment groups. Group Phished (n = 149) Not phished (n = 341)
Control group* (n = 38) 17 (44.7 percent) 21 (55.3 percent) Gamified group (n = 384) 105 (27.3 percent) 279 (72.7 percent) E-mail group (n = 68) 27 (39.7 percent) 41 (60.3 percent)
*Note: The control group was a randomly selected group of employees who had not received training through gamification or e-mail. The n’s represented in this table were used for the analysis after all data drops.
Table 2. Comparisons between the treatment and control groups. Comparison Phished (Z-score)*
Gamified vs. control 2.2561* Gamified vs. e-mail 2.0664* Control vs. e-mail 0.5041 n/s
*Note: A result is significant at p < 0.05 (assuming a two-tailed hypothesis test).
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Recap of Our General DSR Study Goals
The goals of our DSR study were pragmatically driven from the serendipitous confluence of several opportunities: First, we were approached by a French international company that wanted help improving their internal SETA program to increase organizational security compliance. Second, we saw gamified security training as a way to improve their training, but we observed that previous research efforts in this area were incomplete, with too little focus on the design artifact, long-term data, objective behavioral assessment, use with actual employees, and so on. Third, the recent gamification editorial by Liu et al. [59] pointed to similar issues in the gamification literature that has thus far largely failed bridge theory, design, and methodology. Fourth, previous gamification studies in a security context have largely lacked a systematic DSR approach. Consequently, we thus proposed that gamified security training represents a natural opportunity to apply a DSR approach to bridge the related opportunities in design, theory, methodology, and practice.
Applying our goals to practice, we followed rigorous and systematic DSR principles, and created a working gamified SETA system based on an iterative application of theory, extant literature, prototyping, and feedback from the target organization. In the field, the goal of our study was to extend and recontextualize kernel theory (i.e., HMSAM) to explain how organizations can positively bring about security learning and associated behavioral changes in employees, specifically in a gamified security training context. We aimed to do so through the novel application of two parallel factors: (1) focusing on positive interventions through gamified training (as opposed to traditional manipulations of punishments, fear, and threats) and (2) improving employees’ security learning and efficacy to strengthen their ability to cope with security challenges (in our context, phishing). Together, these two factors were predicted to result in positive behavioral change in employees through their increased intentions to follow security policies and the alignment of their actual phishing response behaviors with the organizational security policies in which they were trained.
Recap of Our DSR Approach
To support our DSR approach, we adhered to a DSR methodology that closely followed the method advocated by Nunamaker et al. [76] and elaborated on by Peffers et al. [81]. This involved an extensive, iterative process based on the security gamification litera- ture, DSR, system development, and feedback from the target organization. In doing so, we followed a rigorous but highly iterative process that can be best described in nine steps: (1) established the gamified security training system as an artifact; (2) focused on the design problem relevance; (3) created objectives for design evaluation; (4) applied a DSR kernel theory that is contextualized to gamification; (5) proposed design princi- ples that bridge DSR design objectives and the DSR kernel theory; (6) established proof- of-concept through multiple methods; (7) established proof-of-value through multiple methods; (8) created a working foundation in which proof-in-use can be established over time; and (9) evaluated the results rigorously according to multiple DSR evaluation guidelines.
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Establishing Proof-of-Concept
Before moving to proof-of-value, we carefully followed the steps for proof-of-concept suggested by Peffers et al. [81], as detailed extensively earlier in the paper. Of the many discoveries and design artifacts that were created through this process, perhaps the most fundamental outcome was driven by the ideas from Liu et al. [59] that a key step of designing a gamified system is to carefully choose the gamification design principles that serve as the bridge between the system and meaningful engagement. This step establishes the user-interaction processes that occur between user-system-user actors. We see this approach as key to tying the design to a meaningful kernel theory (i.e., HMSAM) that further explains meaningful engagement and measures that can be used to evaluate it. We posit that these ideas are core to fostering proof-of-concept.
Thus, HMSAM provided the basis for our kernel theory and evaluation model, which consisted of two main components that further inspire design assumptions and principles: (1) the importance of designing for motivation fulfillment to inspire meaningful and engaged gamified systems use and (2) the importance of designing for coping support so the users can deal with security issues and thus encourage security-related behavioral change. These ideas also inspired the two design principles we carefully applied in building our training artifact. These principles were systematically applied with the literature and iterative design sessions, finally yielding a strong case for proof-of- concept, as detailed in our earlier DSR section and the supplemental appendices.
Establishing Overall Proof-of-Value
To establish proof-of-value, once the system was deemed ready, we first formally pilot tested it and the kernel theory with students. However, the key step in establishing proof- of-value involved a long-term field experiment with actual employees using the gamified security training system. Our overall proof-of-value is demonstrated in that the DSR artifact worked as intended and as theorized. Their SETA program was thus improved. Going forward, we discuss proof-of-value in three details respects: (1) in actual practice, (2) in research, and (3) in theory.
Establishing Proof-of-Value in Actual Practice Our proof-of-value in actual practice was demonstrated in multiple respects. First, our long-term study demonstrated both strong ecological validity14 and meaningful engage- ment [59]. Achieving meaningful engagement is an important factor of building gamified information systems and should be addressed in view of both instrumental and experi- ential benefits [59]. Not only did the participants use the gamified system over six months during their normal course of work, but also a third party phished the unwitting participants and control group to objectively assess whether they followed the phishing response outlined by the organization’s security policies.
Likewise, the employees’ learning, efficacy, and behaviors were strongly and positively influenced (and thus the SETA program), thereby demonstrating the utility of our extended model as well as the value of the gamified design elements included in the system. Aside from the strong manipulations and statistical results of our design, we received positive feedback from the organizational leadership and participating employees. Again, we focused
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solely on manipulating positive motivations and improving participants’ coping responses and did not use typical approaches involving deterrence, threats, or fear.
Gamified system design elements contributed to a more immersive experience and appealed to powerful motivations while building employees’ coping capabilities. We thus demonstrated that a gamified security training system approach offers a new and unique way to improve employee security learning and compliance and can be implemented without the usual “carrots and sticks.” Although threats, fear, sanctions, and costs/benefits may have an appropriate place in organizations [e.g., 11, 27, 52], these approaches also run the risk of backfiring, causing reactance, a sense of injustice, or employee engagement in “malicious compliance” or other microaggressions [63, 65]. Most employees prefer to work in an enjoyable and supportive work environment rather than one laden with rules, regulations, fear, and punishments. This is also an important consideration when choosing the design characteristics of an organizational e-training system. We demonstrated that adding the abovementioned design elements could improve a system’s efficacy and lead to higher levels of motivation.
If our results hold, their implications for security training in practice are noteworthy. Our study provides empirical evidence that e-mail training and e-mail notifications designed to help employees avoid phishing attacks might be largely futile. This was particularly useful information for the French company with whom we worked, as they used e-mail training extensively and thought it was more efficacious than our results indicated. It was no surprise that this contrasting approach yielded far less motivation and immersion; after all, it was not a gamified system. However, we were surprised that there was no statistically significant difference in terms of the actual behavior of the e-mail group and the pure control group. The e-mails were thoughtfully constructed, and they used the same content and many of the same visuals as the gamification system; however, employees who received the e-mail treatment had the same outcomes as those who received no training. This is clear evidence that pushing security content to end users via e-mail is not effective in this context; in contrast to a gamified training system, it neither fosters motivations nor strengthens coping.
Following Baxter et al.’s [8] conclusions, and in consultation with the French company, we also realized that conducting training in short, spaced-out segments is more helpful and natural to employees than long training segments. Traditional training in corporate environments can be highly disruptive, time-consuming, unmotivating, and even irritat- ing. We suspect this is also likely true with gamification itself: it is more likely to remain novel and fresh if introduced in short segments that provide welcome relief from normal work duties.
These overall results provide proof-of-value in actual practice — not just because our system worked as intended, but because meaningful pragmatic change was introduced to improve the client organization through improved systems and practices.
Establishing Proof-of-Value in Research Aside from providing proof-of-value in actual practice, our value extends to challenging and extending gamified security research. We do so by offering a study that addresses compelling research gaps and opportunities in this area and uniquely involves all of the following: (1) long-term data collection; (2) actual working employees in large, interna- tional for-profit organizations; (3) control and treatment conditions; (4) a mix of
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perceptual and objective measurement; (5) being grounded in a native IS kernel theory (i.e., HMSAM) that was contextualized to gamified organizational security training; (6) an actual working gamified training system rigorously designed and developed through DSR principles; and (7) actual empirical demonstration of “meaningful engagement” (e.g., improved IT security compliance) and interaction outcomes (e.g., measurable increased immersion) [cf. 59].
Notably, we are the first to use a long-term study in a gamified security context. This approach has long been recommended for researching technology-related training in the workplace [97]. As noted, related attempts at one-off, cross-sectional SETA [36] and gamified security training [8] have failed to produce increased learning and behavioral change. We argue that the likely reasons for this failure are simple: fulfilling motivations, inducing a state of immersion, fostering learning, and developing coping responses all take time, so it is exceedingly difficult to produce these outcomes over the course of a brief cross-sectional study. We conclude that gamification should be studied using a long-term approach because flow and immersion occur in stages rather than simultaneously [e.g., 48, 62].
Another research contribution is that actual security compliance was measured and a positive relationship between BI and employee actions in response to the phishing attempts they were trained to recognize was confirmed. This finding is in line with previous studies in non-security contexts, and researchers have called for additional studies confirming the link between intentions and actual security behaviors in various security contexts [22]. Our study is the first to examine this important relationship in a gamified security context.
Establishing Proof-of-Value in Theory We not only were able to demonstrate an effective DSR kernel theory with our HMSAM application, but we also did so in a manner that can contribute to theory development beyond DSR. Our first key contribution here is the extension of HMSAM to a gamified security training and compliance context. To do so, we added new constructs to the original model (i.e., security self-efficacy, security response efficacy, challenge, learning, and actual security behavior). The addition of new constructs was crucial, as it enabled us to build a working prototype that could empirically establish proof-of-value.
As a further empirical demonstration of our theoretical contribution, the R2 for BI in our baseline replicated HMSAM model was 0.318; furthermore, our modeling extensions (excluding the trivial contributions of the control variables) literally doubled the R2 for BI to 0.638. In terms of a pragmatic effect size, this change is statistically huge (ƒ2 = 0.884) and pseudo F-test results show that the change is highly significant (F = 328.84, p < 0.001).15
Moreover, we added the demographic controls and the counter-explanations of TMSC, OSC, and OCM. Only TMSC was significant, and it contributed only to an extremely small increase in R2. As with all of these additions, the R2 for BI only went from 0.638 to 0.645. This change is statistically trivial (ƒ2 = 0.019).16 Because a pseudo F-test may not be strictly correct and can have limited value, we also used the method to compare nested models by calculating AIC/BIC values for the nested models. We found fit statistics of 2,945.3 (Akaike’s information criterion [AIC]) and 2,988.1 (Schwarz’s Bayesian information criterion [BIC]) for true treatment and fit statistics of 2,231.4 (AIC) and 2,362.3 (Schwarz’s BIC) for e-mail treatment. Overall, these tests provide further evidence that our theoretical contribution is
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both statistically significant and meaningful in terms of its application in the field of highly efficacious gamification interventions.
Moreover, the challenge-related findings led to a couple of unexpected key contributions that have the capacity to improve theory, research, and practice in gamified security training. We showed that challenge did lead to immersion, but this finding comes with a crucial theoretical limitation: if the challenge is not appropriate, the results might be undermined. This has long been an underlying assumption of gamification and flow theory [24]. Researchers in these fields [29] have explained that to experience flow (or immersion), three conditions should be satisfied: clear goals, unambiguous feedback, and a balance of challenges and skills. However, to the best our knowledge, what constitutes an appropriate challenge has never been empirically confirmed. Reviewer feedback on our paper led us to realize that if this limiting assumption indeed holds, there is a point at which a challenge becomes detrimental to fostering immersion; it becomes overly challenging and thus inappropriate. If this continues to hold elsewhere, the relationship between challenges and immersion should not be linear; instead, it should be curvilinear and ideally a quadratic, inverted U-shaped curve that reaches a diminishing marginal return at a certain apex.
We thus conducted a follow-up analysis to run two contrasting regression models; one presenting challenge and immersion as a linear relationship and another presenting it as a curvilinear relationship. The curvilinear model was statistically superior, yielding a statistically higher increase in R2 (a nearly twofold increase).17 This means that the relationship between challenge and immersion is in fact ideally modeled as curvilinear. When we visually depicted this relationship with fitted regression lines, the best fit was shown by an inverted U-shaped curve (see Figure 5). This is the first empirical evidence for two long-held notions: (1) good gamification delivery involves progressive challenges, but (2) such challenges must be appropriate and thus there is a certain point at which a challenge can overwhelm an end user and cause diminishing returns.
Given that challenge is essential to our gamification context, we also suspected that challenge would not have a similarly beneficial relationship in the non-gamified e-mail treatment. We thus conducted a similar analysis to test whether the relationship between challenge and immersion in this case was curvilinear. We found two unexpected and fascinating results. First, there was no significant difference in this context between linear or curvilinear modeling;18 thus, we can conclude that in our non-gamified e-mail training context, the relationship between challenge and immersion was linear. We also found that this was a negative relationship, such that challenge was a detrimental factor (see Figure 6). This makes sense, as an e-mail training environment does not offer the gamified features that can turn a challenge into a positive factor, with the result that challenge in an e-mail training environment simply becomes a source of frustration for many employees.
Finally, we learned that the “time dimension” does not favor e-mail treatment. From the initial three months (Table D.4) to six months (Table D.5), we observed stable or decreasing statistical power as time passed, meaning that the effects of the e-mail treatment diminished over time. The time factor appeared to play an important role in the gamified systems (see Figures 5 and 6) because it added a new dimension that should be carefully positioned and built into the gamified system. The right balance among time, play, and learning should be carefully designed and chosen so that users do not lose their motivation to learn and play. Our conclusion thus is that the key to improving the French company’s security climate was through gamified security training that offered an appropriate challenge and thus led to
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Figure 6. Linear and negative relationship between challenge and immersion in a non-gamification context.
Figure 5. The curvilinear and inverted U-shaped relationship between challenge and immersion. Notes: All the statistics used in this figure are standardized. Challenge is on the x-axis and immersion is on the y-axis. This shows that challenges are helpful to immersion, but only to a certain point.
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a more rewarding and immersive experience that fostered actual behavioral change. If this holds, the theoretical implications are compelling.
Research Agenda to Establish Proof-of-Use
Beyond demonstrating proof-of-concept and proof-of-value, according to [75, p. 16], a third concept, proof-of-use can also be applied to DSR. Proof-of-use is demonstrated when DSR
seeks to create self-sustaining and growing communities of practice around a generalizable solution, and to demonstrate that practitioners can successfully create and gain value from their own instances of the generalizable solution.
Thus, proof-of-use is perhaps the greatest limitation and future research opportunity for this research. The first obvious issue and opportunity here is that of generalizability. Although we obtained a high degree of ecological validity by using an actual organization and an actual gamified security training system, using one organization limits the general- izability of our results. Each organization has slightly different and unique security and compliance climates, just as the executives, managers, and employees vary widely. For example, in some organizations, a “shadow IT culture” is widespread [90]. This could produce different results, as the security expectations in these organizations are higher than average. Such organizations could exhibit differences in how employees learn and comply based on individual-level and national-level cultural differences.
Likewise, building a working prototype was an iterative process in which we actively involved the French organization, as we sought to receive meaningful feedback on the prototype to align it as closely as possible to organizational realities and needs. Consequently, the working prototype may need further modifications if adapted to another organization. Regardless, our design principles and kernel theory need to be further modified, applied, and tested, such that the broader practice community is further positively influenced — not just the French organization.
Another consideration that needs to be examined for proof-in-use is that we cannot entirely know what outcome would have occurred had traditional manipulations of extrin- sic security motivations been used in this setting, as we intentionally did not use them. Again, we took this approach because research indicates that extrinsic motivations are inherently weaker than intrinsic motivations [30, 61] and can backfire in organizational settings. However, mixed motivations are common and can be dealt with effectively in systems use [61]; thus, it might be possible to create a security environment where the outcomes are maximized through a careful combination of extrinsic and intrinsic motiva- tions. For example, a prize scheme for top performers (e.g., salary increase, bonus payment, or recognition as “security employee of the quarter”) could facilitate further investigations of whether and how these types of motivation influence behaviors. It is also important to determine which kinds of extrinsic motivations are the most problematic for this setting.
We also believe this study offers an ideal opportunity for the kind of future interdisciplinary and programmatic research called for by Nunamaker et al. [74]. For example, our work was conducted over the course of six months with a continual infusion of fresh material. What would happen if the use was extended and the fresh material ran out, such that novelty and challenge diminished? At what point would learning and behavioral change deteriorate? Further research should explore these issues and apply HMSAM to other gamification and
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compliance contexts in which intrinsic motivations and immersion play strong roles. Moreover, the extended gamified HMSAM model could likely be applied to other areas of compliance training, such as those related to corporate governance, risk assessment, audit, and other financial controls. Our extensions might also work in a compelling manner for iterative IS development processes and requirements engineering.
Moreover, for further proof-in-use, more research needs to examine each element involved in gamified security training. We studied an entire system, but each part should also receive further attention. For example, each of the gamification elements in Table A.3 could be studied as its own dependent variable with a highly contextualized model and series of studies. Thus, researchers could examine the kinds of avatars that are more likely to enhance a loss of self-consciousness and that are the most autotelic. Or the gamemaster could be the subject of many models and studies. The lack of a gamemaster is a drawback of traditional e-training systems that focus on completion rates or on quantity over quality. The gamemaster, who plays the role of a “positive virtual mentor,” could motivate increased participation. Most employees would likely prefer to be supported by a positive person or positive virtual mentor than nagged by a negative virtual mentor. Based on the analysis of quantitative answers, the gamemaster could provide an individual improvement activity in which learners could improve their knowledge by taking additional quizzes/tests. The gamification effects should then be more effective and the overall motivation to participate and learn should increase. Consequently, Table A.3 alone points to many possibilities for programmatic research. Another related avenue for future research is to examine in more detail how various levels of media richness (e.g., the use of video, sound, or animation in the communication media) may further influence the individual’s security learning process.
Conclusion
We conducted a DSR project that theoretically and empirically demonstrates that careful design with selected gamified IT artifacts can improve extant organizational security training systems. Namely, we show through a long-term field experiment that gamification can be used to foster training systems that are less invasive of employees’ everyday work routines, that provide intrinsic motivation to learn and comply with security efforts, and that provide the efficacy necessary so that employees will actually comply. We also demonstrated improvement in actual anti-phishing behaviors by hiring a third-party firm that phished the employees as a natural experiment to test their reactions. We also provide a novel empirical demonstration of the conceptual importance of “appropriate challenge” in this context. We conclude that a mix of DSR, carefully contextualized kernel theory, and long-term research in an empirical field setting is a promising way to effectively implement gamification in organizations.
Notes 1. Generally, gamification is the application of game-like features to nongaming systems to help
foster a useful outcome other than entertainment [32, 92]. The features include design elements, such as points, levels, leaderboards, and badges.
2. Namely, they statistically rejected the associated hypotheses “H2: Individuals who receive gamified training will exhibit greater knowledge acquisition than individuals who receive non-gamified training or no training.” See page 20 of their text for statistical details.
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3. Ultimately, users’ behaviors should be influenced by the gamified tasks in which a flow experience — or “immersion” in the systems version [3, 22] — is the objective. This objective can be achieved either through intrinsic or extrinsic motivation, but intrinsic motivation tends to be stronger for an instrumental goal [61, 87]. Intrinsic motivation can be involved in the task itself, whereas extrinsic motivation results from external factors (e.g., financial rewards or career goals).
4. We aim for both application to practice but also to tackle the challenge of integrating our unique gamified security learning context into theory [50]. This is challenging because contextualization is about “linking observations to a set of relevant facts, events, or points of view that make possible research and theory that form part of a larger whole” [86, p. 1]. Following Johns [50], we carefully evaluated, designed, and implemented the implications of contextual appreciation for both theory building and practice to achieve the best possible match between theoretical relevance and practical implications.
5. Meaningful engagement in this context refers to the outcomes of the gamification design. That is, the gamified system should foster (1) enjoyment, (2) interaction/engagement, and (3) enhanced instrumental task outcomes [59].
6. Other studies have implemented several of the gamification design principles, but typically in fields like computer science. Such studies are especially important for advancing gamifica- tion-related design and algorithms. However, most either used student subjects, did not advance a “cohesive theoretical foundation,” or did not focus on achieving meaningful engagement, as suggested by Liu et al. [59].
7. The organization we worked with preferred to have a simple system implemented without too much interaction between employees to prevent distractions from their normal work. Thus, we did not apply pie/bar charts, activity stream, giving kudos, social networking, forming teams, providing cash incentives, personalized goals, or social support.
8. For example, a study found that playing the Super Mario Bros. game resulted in a significant gray matter increase, impacting spatial navigation, strategic planning, and working memory [56]. Another example is the use of video games by public safety and military organizations to recruit and train soldiers and to treat their psychological disorders by literally improving their coping and cognitive processes.
9. A couple of the more notable improvements we made included two major adjustments: (1) the number of times a participant could take a quiz was limited because some pilot participants had used automatic clicking tools (such as AutoClicker) as a workaround to earn additional points, and (2) a gamemaster role was implemented, as this role can be an important motivational factor for users.
10. We have no further survey data on the employees who opted to not participate. However, as an accepted surrogate test to assess nonresponse bias, we tested to ensure that there was no statistical difference between “early” and “late” respondents. We used time stamps of when they accepted joining the project. We grouped early and late respondents and compared their responses to the Likert-type scale questions using a MANOVA test. The results did not reveal any statistical significance (F = 1.976, p = 0.313).
11. The second step of model validation was to test for discriminant validity. Here, we first considered whether there was any discriminant overlap in the items in the factor analysis, and we consequently dropped two more items that yielded poor discriminant validity. We then examined overall discriminant validity by placing the square root of the reflective construct’s AVE on the diagonal line and the correlations between the constructs below it. The square root value of the AVE should be higher than all latent constructs, which was the case.
12. PEOU = perceived ease of use; PIU = perceived intrinsic usefulness; BI = behavioral intentions to follow security policies; OSC = organization security communication; TMSC = top management security commitment; OCM = organization computer monitoring.
13. As the design is unbalanced, we tested the equality of covariance matrices using Box’s M test. The result was not significant.
14. Ecological validity should not be confused with external validity. Ecological validity indicates the degree to which the findings of a research study can be generalized to real-life settings,
154 M. SILIC AND P.B LOWRY
often because they are collected or generated in real-life settings (e.g., actual employees trying to solve real work tasks). Although this form of validity — unlike internal and external validity — is not strictly required for a study to be valid, it is a particularly meaningful but often overlooked consideration for research areas that are highly intertwined with practice, such as security and privacy research [cf. 60].
15. To demonstrate these points empirically, we followed Chin et al. [18] The effect of adding our contextualized improvements to HMSAM (step 2 of model building) was calculated as follows [18]: ƒ2 (Cohen’s effect size) = R2extended model – R
2 HMSAM) (.320)/(1 - R
2 extended model) (.362). In this case,
ƒ2 = 0.884, which is a “huge” effect size (anything above 0.35 is considered “large”), is rarely seen in the organizational security literature. To test the statistical significance of this increase, we con- ducted a pseudo F-test as follows: ƒ2 (Cohen’s effect size) * (n – k – 1), where n is the sample size and k is the number of independent variables. In our case, n = 384; and we conservatively set k to 11 for all of the constructs preceding BI. This resulted in F = 328.84, p < 0.001.
16. ƒ2 (Cohen’s effect size) = R2covariate model – R 2 extended model) (.007)/(1 - R
2 extended model) (.362).
In this case, ƒ2 = 0.019, which is a “trivial” effect size (“small” requires a size of 0.20 or greater).
17. The model summary statistics between Model 1 (linear) and Model 2 (curvilinear; quadratic) are listed in the following table:
18. Using only the data in the e-mail treatment, the model summary statistics between Model 1 (linear) and Model 2 (curvilinear; quadratic) are listed in the following table:
ORCID
Paul Benjamin Lowry http://orcid.org/0000-0002-0187-5808
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About the Authors
Mario Silic ([email protected]) is a post-doctoral researcher at the Institute of Information Management, University of St. Gallen, Switzerland. He holds a Ph.D. from that university. Dr. Silic’s research focuses on information security, open source software, human-computer inter- action and mobile commerce. He has published in Journal of Management Information Systems; Security Journal; Information & Management; Computers & Security; and other journals.
Paul Benjamin Lowry ([email protected]; corresponding author) is the Suzanne Parker Thornhill Chair Professor and Eminent Scholar in Business Information Technology at the Pamplin College of Business at Virginia Tech. He received his Ph.D. in Management Information Systems from the University of Arizona. His research interests include organizational and behavioral security and privacy; online deviance, online harassment, and computer ethics; human-computer interaction, social media, and gamification; and business analytics, decision sciences, innovation,
160 M. SILIC AND P.B LOWRY
and supply chains. Dr. Lowry has published over 130 journal articles in Journal of Management Information Systems (JMIS), MIS Quarterly, Information Systems Research, Journal of the AIS, and other journals. He is a member of the Editorial Board of JMIS, department editor at Decision Sciences Journal, and senior or associate editor of several other journals. He has also served multiple times as track co-chair at the International Conference on Information Systems, European Conference on Information Systems, and Pacific Asia Conference on Information Systems.
JOURNAL OF MANAGEMENT INFORMATION SYSTEMS 161
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- Abstract
- Introduction
- Gamification Literature Review
- DSR Applied To Gamified Security Training
- Overview of Our DSR Approach
- Establish the Gamified Design as an Artifact
- Focus on Design Problem Relevance
- Create Objectives for Design Evaluation
- Apply aDSR Kernel Theory Contextualized to Gamification
- Propose Guiding Design Principles to Bridge DSR Design Objectives and the DSR Kernel Theory
- Establish Proof-of-Concept
- Establish Proof-of-Value
- Kernel Theory Foundation for Proof-of-Concept and Proof-of-Value
- Core Kernel Theory Assumptions for Achieving Immersion
- Infusing Learning and Security Coping into Our Context
- Coping and Behavioral Change
- Balancing Skills and Challenges
- Fulfilling Motivations for Behavioral Change
- Modeling Counter-explanations Through Control Variables
- Procedures for Design Evaluation for Proof-of-Value
- Pilot Study for Proof-of-Value
- Main Study Design for Proof-of-Value in Actual Use
- Gamified System and Procedures
- Measures for Design Evaluation
- Analysis for Final Proof-of-Value
- Measurement Model
- Structural Model Results
- Manipulation Checks of Instrumental Goals
- Discussion
- Recap of Our General DSR Study Goals
- Recap of Our DSR Approach
- Establishing Proof-of-Concept
- Establishing Overall Proof-of-Value
- Establishing Proof-of-Value in Actual Practice
- Establishing Proof-of-Value in Research
- Establishing Proof-of-Value in Theory
- Research Agenda to Establish Proof-of-Use
- Conclusion
- Notes
- References
- Notes on contributors