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Exploring the role of gamified information security education systems on information security awareness and protection behavioral intention

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Abstract

This study examines the effect of a gamified information security education system (ISES) on developing users’ information security awareness and protection behavioral intention. We developed a research model based on affordance theory and means-end chain theory. Using a scenario-based experimental survey approach, we obtained 220 valid samples and then conducted partial-least-squares structural equation modeling (PLS-SEM) to test the model. The results showed that (1) the affordance of the gamified ISES can enhance users’ information security awareness through both emotional and cognitive paths; (2) information security awareness positively influences information security protection behavioral intention, but physical presence and information security knowledge growth do not; and (3) interest-type curiosity positively moderates the relationship between enjoyment affordance and physical presence, and deprivation-type curiosity positively moderates the relationship between knowledge affordance and information security knowledge growth. This study identifies the emotional and cognitive stimulation paths of the gamified ISES to enhance users' information security awareness and protection behavior intention and reveals the moderating role of curiosity, which enriches the empirical research on the impact mechanism of the gamified education system in the field of information security. In addition, our research can provide practical and feasible suggestions for education departments and design units to reasonably apply and design gamified ISESs. The influence of education level and other factors on information security protection behavioral intention can be further explored in future research.

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Acknowledgement

This study is funded by Humanities and Social Science Fund, Ministry of Education of China (No. 20YJC630003), China Postdoctoral Science Foundation (No. 2021T140353, 2021M691688), and Postdoctoral Applied Research Project of Qingdao City in China.

Data availability 

The datasets generated during and/or analysed during the current study are not publicly available due the scientific research data management policies of the author's college but are available from the corresponding author on reasonable request.

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Correspondence to Song Zhang.

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Appendices

Appendix 1

We used a gamified applet produced by the Uxin Banner government (Inner Mongolia Autonomous Region, China) as the quasi-experimental scenario program. The applet contains a total of six levels, and participants can experience it on any smartphone device or tablet device. The applet focuses on network information security, transmits information security protection knowledge, cultivates security awareness, and stimulates security behavior to people in a gamified form through real cases in the daily life of the public. The gamification elements contained in the applet are presented in dynamic form, including level breaking, story narration, and instant feedback. We show these elements in the following screenshots (Figure 4).

We take the fourth level of the applet as an example to show the interface, including (a) initial interface, (b) the interface of the fourth level, (c) interface for answering correctly and (d) answer analysis interface, (e) interface for answering incorrectly and (f) answer analysis interface, and (g) game over interface. When the participant answers the question correctly, it will jump to the answer analysis interface (d) to provide information security tips in more scenarios. When the participant answers the question incorrectly, a security warning page appears (f), prompting the participant by means of a yellow label and text in large blue font. Participants will be asked to answer the question again until it is answered correctly.

Fig. 4
figure 4

The screenshots of the gamified applet

Appendix 2

Enjoyment Affordance (Agarwal & Karahanna, 2000; Kim et al., 2007)

  ENJ1

Using this gamified applet provides me with a lot of enjoyment.

  ENJ2

I have fun interacting with this gamified applet.

  ENJ3

I enjoy using this gamified applet.

  ENJ4

Using this gamified applet bores me (reversed).

Knowledge Affordance (Al-Emran et al., 2018; Al-Emran & Teo, 2020)

  KNO1

This gamified applet facilitates the process of acquiring information security knowledge.

  KNO2

This gamified applet allows me to generate a new information security knowledge based on my existing knowledge.

  KNO3

This gamified applet enables me to acquire information security knowledge through various functions (such as question and answer, story scenarios, and instant feedback).

  KNO4

This gamified applet assists me to acquire the information security knowledge that suits my needs.

Psychology Presence (Shen & Khalifa, 2008; Verhagen et al., 2014)

  PP1

The experience I had on this gamified applet was similar to memories of experiencing the information security event in reality.

  PP2

I experienced the information security event on this gamified applet like they were in the real world.

  PP3

During my experience on this gamified applet the information security events seemed to me “something in reality” rather than “something in a virtual environment”.

  PP4

While I was on this gamified applet the information security events were as present to me as in the “real world”.

InforSec Knowledge Growth (He & Wei, 2009; Lou et al., 2013)

  ISKG1

Using this gamified applet promotes my information security knowledge growth and development.

  ISKG2

Using this gamified applet reinforces my competence in protecting information security.

  ISKG3

Using this gamified applet helps strengthen my understanding of information security protection.

  ISKG4

Using this gamified applet sharpens my information security knowledge.

InforSec Awareness (D'Arcy et al., 2009; Bulgurcu et al., 2010)

  ISA1

Through this gamified applet, I am aware of the importance of personal information security protection.

  ISA2

Through this gamified applet, I understand the concerns regarding information security and the risks they pose in general.

  ISA3

Through this gamified applet, I think it is necessary to participate in the training to improve my information security awareness.

InforSec Protection Intention (Workman et al., 2008; Yoon et al., 2012)

  ISPI1

I will take precautions against personal information security violations.

  ISPI2

I will actively use information security technology to protect personal information.

  ISPI3

I will use personal information security protections.

Interest-type Curiosity (Litman, 2008)

  I-C1

Enjoy learning about subjects that are unfamiliar to me.

  I-C2

Learn something new, like to find out more about it.

  I-C3

Enjoy exploring new ideas.

  I-C4

Enjoy discussing abstract concepts.

Deprivation-type Curiosity (Litman, 2008)

  D-C1

Conceptual problems keep me awake thinking.

  D-C2

Work like a fiend at problems that I feel must be solved.

  D-C3

Hours on a problem because I can’t rest without answer.

  D-C4

Brood for a long time to solve problem.

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Chen, H., Zhang, Y., Zhang, S. et al. Exploring the role of gamified information security education systems on information security awareness and protection behavioral intention. Educ Inf Technol 28, 15915–15948 (2023). https://doi.org/10.1007/s10639-023-11771-z

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  • DOI: https://doi.org/10.1007/s10639-023-11771-z

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