Cyber Suraksha: a card game for smartphone security awareness
Purpose The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a prom...
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Published in | Information and computer security Vol. 31; no. 5; pp. 576 - 600 |
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Main Authors | , |
Format | Journal Article |
Language | English |
Published |
Bingley
Emerald Publishing Limited
16.11.2023
Emerald Group Publishing Limited |
Subjects | |
Online Access | Get full text |
ISSN | 2056-4961 2056-497X 2056-4961 |
DOI | 10.1108/ICS-05-2022-0087 |
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Abstract | Purpose
The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a promising approach for implementing security education, training and awareness program. In this paper, the researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active learning environment for the players. This paper aims to provide the details of the design and evaluation of the game using a between-subjects design.
Design/methodology/approach
The researchers have used constructive learning theory and the Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers evaluated the game using a between-subjects design. The participants' responses in the control and intervention groups were collected using the risk behaviour diagnosis scale. Pearson’s Chi-Square test with a 5% significance level was used to test the hypotheses.
Findings
The results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively motivates users to adopt the recommended security control for the targeted behaviour. The results indicate that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour. The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving cybersecurity awareness.
Research limitations/implications
The generalizability of the study is limited because the sample size is small compared to the total number of smartphone users in India, and only students from computer/IT UG programs in India are used as participants in this study.
Practical implications
This study uses hope and a fear appeal to design an effective serious game. It also demonstrates using the FBM and constructive learning principles for effective serious game design. Cyber Suraksha is effective for the student group and may be tested with other age groups.
Originality/value
To the researchers' knowledge, there are no serious games for cybersecurity awareness focusing on the threats faced by smartphone users based on FBM and constructive learning theory. This research used hope along with a fear appeal to motivate smartphone users to adopt recommended security controls. |
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AbstractList | Purpose
The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a promising approach for implementing security education, training and awareness program. In this paper, the researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active learning environment for the players. This paper aims to provide the details of the design and evaluation of the game using a between-subjects design.
Design/methodology/approach
The researchers have used constructive learning theory and the Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers evaluated the game using a between-subjects design. The participants' responses in the control and intervention groups were collected using the risk behaviour diagnosis scale. Pearson’s Chi-Square test with a 5% significance level was used to test the hypotheses.
Findings
The results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively motivates users to adopt the recommended security control for the targeted behaviour. The results indicate that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour. The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving cybersecurity awareness.
Research limitations/implications
The generalizability of the study is limited because the sample size is small compared to the total number of smartphone users in India, and only students from computer/IT UG programs in India are used as participants in this study.
Practical implications
This study uses hope and a fear appeal to design an effective serious game. It also demonstrates using the FBM and constructive learning principles for effective serious game design. Cyber Suraksha is effective for the student group and may be tested with other age groups.
Originality/value
To the researchers' knowledge, there are no serious games for cybersecurity awareness focusing on the threats faced by smartphone users based on FBM and constructive learning theory. This research used hope along with a fear appeal to motivate smartphone users to adopt recommended security controls. PurposeThe frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a promising approach for implementing security education, training and awareness program. In this paper, the researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active learning environment for the players. This paper aims to provide the details of the design and evaluation of the game using a between-subjects design.Design/methodology/approachThe researchers have used constructive learning theory and the Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers evaluated the game using a between-subjects design. The participants' responses in the control and intervention groups were collected using the risk behaviour diagnosis scale. Pearson’s Chi-Square test with a 5% significance level was used to test the hypotheses.FindingsThe results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively motivates users to adopt the recommended security control for the targeted behaviour. The results indicate that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour. The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving cybersecurity awareness.Research limitations/implicationsThe generalizability of the study is limited because the sample size is small compared to the total number of smartphone users in India, and only students from computer/IT UG programs in India are used as participants in this study.Practical implicationsThis study uses hope and a fear appeal to design an effective serious game. It also demonstrates using the FBM and constructive learning principles for effective serious game design. Cyber Suraksha is effective for the student group and may be tested with other age groups.Originality/valueTo the researchers' knowledge, there are no serious games for cybersecurity awareness focusing on the threats faced by smartphone users based on FBM and constructive learning theory. This research used hope along with a fear appeal to motivate smartphone users to adopt recommended security controls. |
Author | Agarwal, Anuja Shah, Pintu |
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Cites_doi | 10.1177/1046878120933312 10.1007/BF02297354 10.1080/10410236.2017.1422847 10.1109/MSP.2010.58 10.1016/j.ijhcs.2018.10.004 10.1016/j.tsc.2020.100637 10.1108/EL-09-2016-0183 10.2307/25750691 10.1016/B978-0-12-802690-8.00004-9 10.1093/iwc/iwt009 10.14689/ejer.2016.63.17 10.1016/j.cose.2020.101827 10.25300/MISQ/2015/39.4.5 10.1109/ACCESS.2018.2827358 10.1049/iet-sen.2018.5095 10.1016/S1361-3723(21)00082-8 10.26634/jsch.9.4.2704 10.1016/j.chb.2014.05.046 10.3390/info11020121 10.1016/j.cose.2018.01.016 10.1145/3341215.3356273 10.1016/j.im.2015.03.002 10.1016/j.infsof.2017.12.002 10.1037/a0039729 10.1007/s11528-019-00446-7 10.1007/s10676-020-09560-0 |
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Keywords | Smartphone user Fogg behaviour model Cybersecurity awareness Serious games Game-based learning Constructive learning theory |
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The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as... PurposeThe frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as... |
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SubjectTerms | Card games Chi-square test Computer & video games Cybercrime Cybersecurity Data encryption Design Education Educational software Fear Games Learning theory Literature reviews Research methodology Researchers Security management Simulation Smartphones Software Software development Threats User behavior |
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Title | Cyber Suraksha: a card game for smartphone security awareness |
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