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Utilizing games as a tool to increase cybersecurity awareness in organizations: A systematic literature review
University of Skövde, School of Informatics.
2022 (English)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
Spel som ett verktyg för att öka medvetenhet om cybersäkerhet inom organisationer : En systematisk litteraturstudie (Swedish)
Abstract [en]

Cybersecurity is an important aspect within organizations as threats are many and often not fully understood, which requires individuals employed within organizations to be educated. Training implementations to increase cybersecurity knowledge and awareness are varied in their methodology of teaching. This study has employed a qualitative systematic literature review of academic articles from five databases to investigate how games are utilized as a training tool to increase cybersecurity awareness in organizations. A thematic analysis was applied to the collected bibliography to extract the design mediums of the games and the subject areas that were trained, the target audience, and reported results were also analyzed. The analysis found that the games followed a collection of similar design themes, which were collected and categorized into three distinct categories consisting of card & board games, challenge games, and simulation games. By cross-analysis of the distinct categories and cybersecurity subjects trained, gathered results indicate that through different game design mediums different cybersecurity topics are favored, conclusions were then drawn on how games are applied in cybersecurity training within organizational environments.

Abstract [sv]

Cybersäkerhet är en viktig aspekt inom organisationer och hoten som existerar är många och ofta inte helt förstådda. Vilket skapar behovet att utbilda individer inom organisationer om cybersäkerhet. Utbildningsimplementationer kommer i många former och varierar i sin metodik i att lära ut. Denna studie har brukat en kvalitativ systematisk litteraturstudie av akademiska artiklar inom fem databaser för att undersöka hur spel används som träningsverktyg för att utöka cybersäkerhetskompetens inom organisationer. En tematisk analys applicerades på den samlade bibliografin för att extrahera spelens designstrategier och vilka områden av cybersäkerhet som blir utlärda samt målgrupp och resultat. Analysen visade att spel följde en samling av liknande teman av design som kategoriserades i tre distinkta kategorier bestående utav kort & brädspel, utmaningsspel och simulationsspel. Genomkorsanalys av de distinkta kategorierna och område av cybersäkerhet som tränades indikerade samlade resultat att skilda designstrategier föredrar utlärning av olika cybersäkerhetsområden. Slutsatser formulerades av dessa resultat som ger väg till hur spel appliceras för cybersäkerhetsträning inom organisatoriska miljöer.

Place, publisher, year, edition, pages
2022. , p. 38
Keywords [en]
Cybersecurity, training, serious games, organizations
Keywords [sv]
Cybersäkerhet, träning, seriösa spel, organisationer
National Category
Information Systems
Identifiers
URN: urn:nbn:se:his:diva-21520OAI: oai:DiVA.org:his-21520DiVA, id: diva2:1679827
Subject / course
Informationsteknologi
Educational program
Network and Systems Administration
Supervisors
Examiners
Available from: 2022-07-01 Created: 2022-07-01 Last updated: 2022-07-01Bibliographically approved

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CiteExportLink to record
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