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GAMIFICATION ON SECURITY TRAINING 2

Gamification for Security Training

Problem Statement

The number of cyber-attacks has been increasing rapidly in organizations. These attacks

can bring down the reputation of organizations and can cause a loss of millions of dollars for the

organizations. Most vulnerabilities, attacks, risks, and viruses result from a lack of security

awareness of employees and users (Seaborn & Fels, 2015).

These risks, vulnerabilities, and attacks can be reduced by improving employees'

knowledge and skills in strengthening the companies' IT infrastructure. For this purpose,

organizations can arrange several types of workshops and training sessions related to cyber-

security awareness. Many employees do not show interest and feel boredom in attending those

workshops and training sessions. Gamification is considered a practice that can boost the

investment and engagement level of employees during security awareness training.

Gamification will positively impact the security training offered to employees by

increasing their interest and engagement level. The main problem which is going to be addressed

in this research is the understanding of the impact of gamification on the training session offered

to employees for improving the security of IT infrastructure.

The present research study is considered highly useful for finding the impact of

gamification on employees' training sessions for improving the security of IT infrastructure. This

study would enable organizations to understand the significance of gamification, the possible

methods that can be utilized for taking advantage of gamification, and why it is one of the best

approaches for increasing the engagement level and involvement of employees in training

sessions.

GAMIFICATION ON SECURITY TRAINING 3

Many employees feel difficulty and face a lack of interest and enthusiasm while attending

the workshops and training sessions arranged by their employers and managers (Alotaibi,

Furnell, Stengel, & Papadaki, 2016). Hence the use of gamification can be a highly effective

technique available for organizations to increase the interest and engagement level of employees

in the offered workshops and training sessions (Baxter, Kip, & Wood, 2016).

Model Diagram

Flow theory

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

Gamification for

Security Training User Security

Compliance

Flow Theory

GAMIFICATION ON SECURITY TRAINING 4

in a stream like from the beginner's levels to medium level, and when they get good 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 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 major 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 which have been conducted for

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

evaluation of the efficacy of flow theory on the 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.

As Cakmak et al. (2015) notes, flow theory addresses how a person engages in an activity

that helps improve his or her cognitive skills. The engagement involves the special feeling 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

GAMIFICATION ON SECURITY TRAINING 5

his life by directing his mind to realistic goals and challenges. Therefore, a person who fully 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 they

are interested in. This intrinsic motivation is a key feature to 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

GAMIFICATION ON SECURITY TRAINING 6

sure that there is a balance between the challenges that the game provides and the skills of the

person playing (Chen, 2015).

Literature Review on 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,

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.

GAMIFICATION ON SECURITY TRAINING 7

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 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

GAMIFICATION ON SECURITY TRAINING 8

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). 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).

GAMIFICATION ON SECURITY TRAINING 9

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

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).

GAMIFICATION ON SECURITY TRAINING 10

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 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

GAMIFICATION ON SECURITY TRAINING 11

and personal information (Adams & Makramalla, 2015). There are many cases in which several

numbers of organizations have to face major 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.

GAMIFICATION ON SECURITY TRAINING 12

The offered training sessions can be improved by using 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 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 significant 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).

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 (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.

Commented [ML1]: Need more discussion of each of these types of training with references.

Commented [ML2]: Need a section with reference to discuss the timely of the training issue how often and when

to repeat

Commented [ML3R2]:

GAMIFICATION ON SECURITY TRAINING 13

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 reputation, and market position of the company. Besides,

these regulatory compliance helps organizations promote operational benefits (Gonzalez, Llamas,

& Ordaz, 2017).

Literature Review on Information Security Compliance

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 largely 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 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

GAMIFICATION ON SECURITY TRAINING 14

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 certain organization (Al-Kalbani, 2017; Alfawaz et al.,

2010). If a company complies with information security, it can 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,

GAMIFICATION ON SECURITY TRAINING 15

2016). This fact places more emphasis to 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 ones that are behavioral. 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 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).

GAMIFICATION ON SECURITY TRAINING 16

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.

Gamification, flow theory and security compliance

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 vulnerabilities, breaches, and

attacks along with to address 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

GAMIFICATION ON SECURITY TRAINING 17

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).

GAMIFICATION ON SECURITY TRAINING 18

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