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Gamification Techniques for Raising Cyber Security Awareness

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Abstract and Figures

Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlighted that users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues.
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Gamification Techniques for Raising Cyber Security
Awareness
Sam Scholefield and Lynsay A. Shepherd[0000-0002-1082-1174]
School of Design and Informatics, Abertay University,
Dundee, DD1 1HG, United Kingdom
lynsay.shepherd@abertay.ac.uk
Abstract. Due to the prevalence of online services in modern society, such as
internet banking and social media, it is important for users to have an understand-
ing of basic security measures in order to keep themselves safe online. However,
users often do not know how to make their online interactions secure, which
demonstrates an educational need in this area. Gamification has grown in popu-
larity in recent years and has been used to teach people about a range of subjects.
This paper presents an exploratory study investigating the use of gamification
techniques to educate average users about password security, with the aim of
raising overall security awareness. To explore the impact of such techniques, a
role-playing quiz application (RPG) was developed for the Android platform to
educate users about password security. Results gained from the work highlighted
that users enjoyed learning via the use of the password application, and felt they
benefitted from the inclusion of gamification techniques. Future work seeks to
expand the prototype into a full solution, covering a range of security awareness
issues.
Keywords: Gamification, games-based learning, security awareness, usable se-
curity, human-centered cyber security.
1 Introduction
Society has become increasingly reliant on the Internet for banking, and e-commerce.
Typical transactions involve the exchange of personal information such as home ad-
dresses, and credit card details. Despite the introduction of biometric authentication
mechanisms such as fingerprint-based systems [1], passwords continue to be the pri-
mary authentication mechanism for accessing such services, therefore it is important to
ensure users remain secure online whilst using passwords. The aim of the research
presented in this paper is to raise security awareness and improve password hygiene via
the use of gamification techniques.
The following sections of the paper will outline the need to improve end-user secu-
rity awareness, focusing on the topic of password security. Gamification techniques
and their application in the context of the learning environment will also be explored
before linking these to the domain of security awareness. Subsequently an overview of
the Android-based role-playing quiz application (RPG) is provided. Finally, results
will be presented and discussed, allowing conclusions to be drawn as to the usefulness
of this approach.
1.1 Raising End-User Security Awareness
When browsing the web, there are many ways in which users may potentially place
themselves at risk. These can include interacting with poorly coded websites, creating
weak passwords, and downloading data from websites containing malicious files [2]
There are a number of methods which have been used to raise end-user security aware-
ness when engaging in online transactions, from contextual affective feedback pre-
sented in a web browser [3-4], to visualizing privacy policies [5], and phishing aware-
ness applications [6]. Owing to the ubiquity of passwords, this work focusses on secu-
rity awareness tools developed to improve password security.
Users often find the creation and retention of strong, secure passwords to be prob-
lematic [7-8], and a number of studies have been conducted to address the issue of
security awareness regarding passwords.
A common method of raising password security awareness has involved the use of
password meters which are typically placed next to forms on a web page to give users
a general indication of password strength. Though meters are widely used, the way in
which they measure strength can be poor, meaning trivial passwords can be shown as
“safe” [9]. Research has shown additional factors must be considered when using pass-
word meters, for example, work by Egelman et al. [10] explored if meters had an impact
upon the password created, i.e. if the meter assisted the user in creating a strong pass-
word. Results showed that password strength was related to whether the participant
felt their account was important, as opposed to the information provided by the pass-
word meter. Meters may not necessarily have an impact on raising awareness of creat-
ing secure passwords suggesting alternative solutions are needed.
Ciampa [11] also performed a study to explore the impact of different password
strength meters, investigating if feedback prompted participants to create stronger pass-
words. In the study, participants were asked to record four passwords they may use
online for accounts. Subsequently, they had to visit websites which offered password
strength checking services. Participants also had to record if the password strength
checks encouraged them to change their passwords. Results from this experiment
showed that “any feedback mechanism can influence users to create passwords with
higher entropy”. This suggests that user behaviour can be influenced by encouraging
users to reflect on their password strength.
Fear appeals are another potential method of raising security awareness. Fear ap-
peals have been described as “persuasive messages designed to scare people by de-
scribing the terrible things that will happen to them if they do not do what the message
recommends” [12]. Vance et al. [13] explored the concept of fear appeals in relation
to password security. In this work, participants were asked to register for an account,
and the password strength chosen was observed. Multiple groups of participants were
used in the study: one group were given no guidance as to how to create a strong pass-
word; the static fear appeal treatment group received security information that did not
change on user input; another group received an interactive password meter; and a final
group received an interactive fear appeal treatment which provided security guidance
that updated on user input. Results showed that the interactive fear appeal treatment
performed better in terms of choosing stronger passwords, and that such an approach
may aid in raising end-user security awareness.
Although previous research has highlighted a number of attempts to raise end-user
password security, the prevalence of issues related to password hygiene suggests these
are not working. This indicates the need for more effective ways of conveying pass-
word security information to the end-user.
1.2 Gamification Techniques and Applications
Gamification can be defined as “the application of gaming mechanics to non-gaming
contexts with the aim of inducing engagement and raising levels of motivation” [14]
and aspects of this can be applied to keep a user engaged in learning. Work by Mar-
czewski [15] cataloged the number and types of mechanics which can be used in the
process of developing a gamification-based solution. To date, the work has identified
52 mechanisms which can be used, ranging from signposting (preventing users from
becoming lost within an application), to providing users with challenges and physical
rewards.
Various gamification techniques have also been discussed by Zichermann and Cun-
ningham [16], who explored the concept of a rewards system which can apply to dif-
ferent contexts, known as SAPS (Status, Access, Power, and Stuff). SAPS utilises
gamification in the delivery of rewards. Status is derived from how the user performs
or compares to their peers. The mechanism of a leaderboard is one method of integrat-
ing status into a gamified application as it allows users to compete against each other.
Access can be implemented via the use of a loyalty scheme, encouraging users to re-
main engaged. A notion of power can be achieved by rewarding a user with moderator
duties. Finally, the authors explore the category of “stuff” whereby free rewards are
given, providing users with an incentive to continue using a particular application or
platform.
Several of these gamification techniques have previously been used in educational
games such as Duolingo [17] (for learning new languages), and ClassDojo [18] (for
parents and teachers to help teach developmental skills to children).
Gamification in education has also been applied to University level courses. Re-
search conducted by Ibanez, Di-Serio and Delgado-Kloos [19] presented the results of
a study in which gamified learning activities were used to teach introductory C-pro-
gramming at undergraduate level. By using a combination of rewards such as points
and badges, and allowing students to show their social standing via the use of a leader-
board, the implementation of gamification in this scenario improved knowledge acqui-
sition. However, gamification did not work for all students, whereby some reached one
hundred points within the learning activity and stopped playing rather continuing to
engage with additional tasks.
Similar work has been carried out at University level by O’Donovan, Gain and Ma-
rais [20] drawing similar conclusions, observing that their “approach to gamification
is effective in a university setting”. Again, they raise similar issues to Ibanez, Di-Serio
and Delgado-Kloos [19], noting that gamification must be implemented with careful
planning, to ensure it is beneficial.
Given the success of gamification in an educational context, it seems reasonable to
suggest that these concepts have the potential to apply to other domains, such as raising
security awareness.
1.3 Gamification and Security Awareness
A number of cyber security-based games have previously been developed to educate
users. Many of these games have been aimed primarily at children and young people,
such as the Webonauts Internet Academy, an online game designed to educate children
about online etiquette [21]. In this game, users travel around space, visiting different
planets, learning to deal with different behaviours exhibited on each of them. These
skills are synonymous with behaviour on the Internet.
Another educational game is the Cybersecurity Lab, designed to teach young people
basic cyber security skills [22]. In this scenario, the user assumes the role of a Chief
Technology Officer at a social media company who must defend the application against
a number of attacks. Though the game is designed to provide a level of security
knowledge, the educator guide for the game suggests it will take 75 minutes to play
through [23], indicating this is a self-contained game which does not promote continu-
ous engagement and ongoing development of cyber security skills. A full browser-
based RPG game for children in which they have to save the world from a password
crisis [24] was also released.
The role of gamification and cyber security training has also been explored with high
school students [25]. Funded by the National Security Agency, and the National Sci-
ence Foundation, a number of summer camps (named GenCyber) were run in the USA
to raise awareness of cyber security, and to encourage interest in computing, covering
topics such as secure online behaviour, and social engineering.
Training games in this domain have also been made available for specialist fields,
such as law enforcement. Research has been conducted into the use of serious games
(i.e. games which are not solely designed for entertainment purposes) examining how
these can be used to deliver cybercrime training for law enforcement officers attending
a crime scene [26]. A similar game has been made available for Board Members of
organisations. Pwc developed Game of Threats [27] which aims to teach the top level
of an organisation how to handle a cyber incident.
Pertaining to mobile devices, an Android application targeted towards the general
public, called NoPhish [28] was developed to assist users in identifying phishing links.
The game consists of multiple levels where users are presented with a URL and are
asked to determine its safety. In a subsequent evaluation, participants gave significantly
more correct answers when asked about phishing, suggesting this type of application
raised their security awareness. A follow-up study was conducted five months later
which showed participants still performed well when asking about phishing links how-
ever, their overall performance decreased, which suggests issues with retention.
Though many of these games have been created to appeal to children, or specialists,
the ubiquity of internet services means that the general population will require security
awareness training. The majority of these games are also browser-based, however
given the level of worldwide mobile phone ownership [29], it would be beneficial to
have a security awareness game application which would appeal to this platform. By
creating a level-based approach, this would break learning down into smaller sections,
thus ensuring consistency with differing learning attention spans of various age groups
[30]. As new cyber security threats are developed, updates could be pushed to the ap-
plication, keeping end-user knowledge relevant.
Given these factors, the development of a mobile-based application focusing on rais-
ing password security awareness has the potential to be an effective tool to help users.
In the following section, the methodology behind the research is outlined, explaining
how a simplistic password security quiz was turned into a prototype security awareness
application via the use of gamification.
2 Methodology
As part of an exploratory study, a Unity role-playing quiz application (RPG) was de-
veloped for the Android platform to educate users about password security. With a
market share of approximately 75% [31], the Android platform was chosen for the de-
velopment of the prototype application because it would have the ability to reach a
larger target audience in comparison to the iOS platform. Similarly, developing the
application in Unity provided a number of advantages. Unity is a multi-platform game
engine, and the associated Asset Store allows developers to download free and paid-for
assets for use in applications created.
On opening the application (Fig. 1), the end-user is presented with 2 characters on
the screen: One is a golden knight (the end-user), the other is a dark knight (the char-
acter the end-user is fighting) [32]. The application contains questions related to pass-
word security, designed to educate the end-user. These questions cover topics such as
choosing a strong password, avoiding the use of commonly used passwords, and prac-
ticing good password hygiene. If the end-user answers correctly, the dark knight loses
health points. If the user is incorrect, the golden knight loses health points. This con-
tinues until one character defeats the other, educating the user regarding password se-
curity in the process.
Fig. 1. Screenshot from the Android application
The underlying application is a simplistic multiple-choice quiz. However, aspects
of gamification were included, with the goal of motivating users to learn and progress.
These features were chosen owning to their suitability to integrate into the context of a
quiz-based game, enhancing the experience. Gamification features integrated include
a specific theme (RPG-style game with characters), on-screen progress/feedback (the
health bar per character), time pressure (timer), consequences (if the user is incorrect,
they lose health points), and competition (by means of a leaderboard) [15].
To evaluate the potential impact of the application, 17 participants over the age of
18 years were recruited for the pilot study. Participants varied in gender, and level of
education. During the evaluation phase, participants were instructed to play through
the application.
Following this, they were provided with a series of statements which they were asked
to rate against a 5-point Likert scale (1- strongly disagree, 5- strongly agree), providing
quantitative data. Statements which the participants were asked to rate included “Your
knowledge in computer security is strong”, “The password security game helped in-
crease your knowledge on password security”, “The password game was enjoyable”,
and “Gamification is an effective method of teaching computer security”. Additionally,
a qualitative free-form question was asked, to gather general feedback on the applica-
tion.
3 Results and Discussion
Overall results highlighted that participants exhibited positive opinions towards the use
of an RPG-style quiz application which will be discussed in detail, including quantita-
tive data from the Likert-based questions, and qualitative data from the free-form ques-
tions.
3.1 Quantitative Data
When participants were asked to rate the statement “Your knowledge in computer
security is strong” using a 5-point Likert scale (1- strongly disagree, 5- strongly agree),
only 3 of the participants agreed, or strongly agreed with this assertion, as shown in
Fig. 2 (n=17, mode=2, mean=2.7).
Therefore, this indicates the majority of participants did not consider themselves to
have a good understanding of computer security. This suggests there is a real educa-
tional need in this area.
Fig. 2. Participants’ self-reported knowledge of computer security
When examining the password game and the concept of gamification, results indi-
cated it was well received by participants. Participants were presented with the state-
ment “The password security game helped increase your knowledge on password se-
curity” (Fig. 3), and the mode indicated the majority agreed (n=17, mode=4,
mean=2.52).
Although participants felt their knowledge of password security increased, this needs
further investigation with a longitudinal study. When attempting to raise security
0
1
2
3
4
5
6
7
8
Strongly Agree Agree Neutral Disagree Strongly
Disagree
Number of Participants
Responses
Your knowledge in computer security is strong
awareness, there are typically a number of issues users experience, namely long-term
retention, long term behavioural change and security fatigue. The term security fa-
tigue” is linked to security awareness, highlighting that even though there are pro-
grammes to educate people about security, people may still fail to engage with the good
practice they have been taught [33]. Essentially, users can tire of being bombarded
with security information and may reject the advice they have been given [34].
A longitudinal study comparable to work conducted by Canova et al. [28] would
allow the long-term impact of the application to be assessed. After using the password
security application for a specified period of time, the participants would complete a
questionnaire to assess knowledge gained. A similar questionnaire would be given
again some months later. Results of the two questionnaires would be compared to es-
tablish if playing the password application had a long-term impact on security
knowledge.
Fig. 3. Participants’ response when asked if the password security game helped increase their
knowledge of password security
Furthermore, the majority of participants agreed with the statement that “The pass-
word game was enjoyable” (shown in Fig. 4, n=17, mode=4, mean=3.65). Regarding
the final Likert scale-based statement, “Gamification is an effective method of teaching
computer security”, again the mode indicated that the majority of participants agreed
(shown in Fig. 5, n=17, mode=4, mean=4.18).
The values given by participants when asked if they felt gamification was effective
are in line with previous research. Canova et al.’s work [28] on developing a phishing
awareness game showed that it helped users learn about phishing attacks they may fall
victim to. The success of gamification has also been exhibited when teaching a games-
development course at undergraduate level [20].
0
2
4
6
8
10
12
Strongly
Agree
Agree Neutral Disagree Strongly
Disagree
Number of Participants
Responses
The password security game helped increase your
knowledge on password security
Fig. 4. Participants’ response when asked if the password game was enjoyable
Fig. 5. Participants’ response when asked if gamification was an effective method of teaching
security
However, despite these positive findings, the use of gamification may need to be
considered carefully regarding impact. Work by Domínguez et al. [35] conducted a
study using gamification, providing exercises on an e-learning platform for a general
ICT class, some of which were gamified. Results found that students who engaged
with gamified content performed poorly on written tasks, but strongly on practical
0
1
2
3
4
5
6
7
8
9
10
Strongly Agree Agree Neutral Disagree Strongly
Disagree
Number of Participants
Responses
The password game was enjoyable
0
2
4
6
8
10
12
Strongly Agree Agree Neutral Disagree Strongly
Disagree
Number of Participants
Responses
Gamification is an effective method of teaching computer
security
tasks. This suggests that whilst gamification may be effective, it must be used within
the right context.
3.2 Qualitative Data
Participants were asked to give an indication as to whether they enjoyed/disliked using
the password application. Generally, participants who enjoyed using the application
submitted favourable comments relating to the aesthetics of the game, and the imple-
mentation of characters. Additionally, these participants claimed it was a fun and in-
teresting method of learning about password security. Those who disliked using the
application indicated this was due to a lack of feedback provided, expressing this would
have helped them learn from their errors.
Feedback Provided
Several of the participants pointed to the lack of feedback provided in the prototype
game with statements such as:
Maybe explaining why the questions were wrong would have helped?
Fun but wanted answers to wrong questions
The need to include feedback whilst utilising gamification is concurrent with work
by Ibanez, Di-Serio, and Delgado-Kloos [19], stating that feedback is required, partic-
ularly in an educational setting as it prevents people from becoming confused about the
current task.
The use of specific words may influence user behaviour when providing feedback,
for example, in work by Ur et al. [36] when a password was described as weak, this
prompted users to try and create a stronger password. Text-based feedback is seen to
be an appropriate method of delivering feedback to the end-user as it is a more direct
way of communicating [37]. When applying feedback in the password application,
careful consideration must be given as to how this is implemented, ensuring it is helpful
to the user.
Gamification Elements
As discussed in the methodology, a number of elements of gamification were included
within the application. These comprised of an overarching theme, on-screen feedback,
time pressure, consequences, and competition.
Leaderboards
Leaderboards are commonly used when introducing the concept of gamification
[16][20]. Participants in this exploratory study did not consider the leaderboard which
had been implemented to be an important factor in their enjoyment of the game, and
instead focussed on other elements.
Theme
Many of participants commented on the theme of the application (medieval RPG), with
particular comments relating the characters used [32].
“The characters were fun to look at, was like playing an RPG”
“I enjoyed the character animations”
Participants also generally expressed that the overall application was fun, indicating
the concept was an interesting way to learn about security.
“It looked nice and felt like I was playing a game”
“Learnt information about security in an enjoyable way”
Was an interesting way to ask questions
This result is of interest owing to previous literature establishing how people learn, and
the impact which particular themes can have upon the learner. Work by Parker and
Lepper [38] examined the use of fantasy contexts in relation to the way children learned
to use the Logo programming language. It was found that the use of fantasy contexts
such as scenarios involving pirates and detectives motivated children to learn. Given
that the password application makes use of a medieval theme, this has the potential to
lead to a similar effect. However, others have debated the level of knowledge gained
from what is referred to as “edutainment media”games or films which are designed
to be fun and educational, and have highlighted the need for longitudinal evaluative
studies to be conducted [39].
Overall, qualitative data gained from participants who used the application revealed
that, whilst they liked the concept of the application, they felt there were several fea-
tures missing from the prototype which would have helped their understanding. One
such issue was the lack of feedback provided during the game. Ultimately, comments
gained from the evaluation were useful for informing how the research work will de-
velop in the future. Before developing a full version of a gamified security awareness
application, it is important to consider human-centered design changes following re-
sponses from participants.
3.3 Limitations
The research contained a number of limitations. This was an exploratory study, with
a small sample size, and no long-term evaluation regarding the retention of knowledge
in relation to password security was conducted.
Gender differences also need to be explored as this demographic was not included
in the participant questionnaire. Previous work in the field has identified that males
find game-based learning more enjoyable than females [25]. This may indicate that the
password security application may need to be modified to ensure it is consumed by the
maximum number of target users.
4 Conclusion and Future Work
To conclude, the RPG-style application was viewed positively by participants. The
results indicated that participants enjoyed playing this type of application, and they
suggested it increased their knowledge on password security. Additionally, participants
felt gamification was a useful method of raising security awareness. Owing to the pos-
itive results derived from this exploratory study, future work seeks to develop the pro-
totype application into a full security awareness application, covering a range of topics
including phishing and information sharing. This will also allow a longitudinal study
to be developed to compare knowledge gained from the security awareness application
against real-word security practices exhibited by end-users.
Some users highlighted that the application still seemed like a quiz, despite the in-
clusion of several gamification elements. To overcome this issue, placing the quiz
within the context of an overarching storyline may make the application more immer-
sive [15].
Finally, future work seeks to adapt the application to ensure it appeals to varying age
ranges, such as children and the elderly, helping them learn about password security in
a fun, yet effective manner.
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... To encourage continuous training and attract users' interest, gamification techniques have rapidly gained popularity and have been implemented in many business concepts, including cyber-security training platforms [43], with great results in both individuals and organizational training [59]. Research has shown a great increase in achieving learning and educational outcomes, with the learners being more devoted to the learning process [31,60]. ...
... Training sessions can be done in multiple manners, selfpaced or under large-scale virtual environments; they can be designed under a single organization with the goal to train its own personnel, or designed externally and facilitated inside the organization, in sessions [14,59]. Regardless of the type of exercise, scoring is the common link among all implementations, which is used by both ends -trainer and traineeto determine the trainee's progression and the extent to which the learning outcomes are accomplished. ...
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