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Using a Game to Explore Notions of Responsibility for Cyber Security in Organisations

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Published:02 May 2019Publication History

ABSTRACT

Improving the cyber literacy of employees reduces a company's risk of cyber security breach. Game-based methods are found to be more effective in teaching users how to avoid fraudulent phishing links than traditional learning material such as videos and text. This paper reports on the development of a mobile app designed to improve cyber literacy and provoke users' perceptions of who is responsible for cyber security in organisations. Based on a preliminary trial with 17 participants, we investigated users perceptions of a tongue-in-cheek, provocative cyber security awareness game where users' jobs depend on their aptitude for protecting their organisations' cyber security. Findings suggest that users accepted the high responsibility levelled upon them in the game and that ludic elements hold promise for engagement and increasing users' cyber awareness.

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      • Published in

        cover image ACM Conferences
        CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
        May 2019
        3673 pages
        ISBN:9781450359719
        DOI:10.1145/3290607

        Copyright © 2019 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 2 May 2019

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