The need for game-based learning methods to address cyber threats

George Andrews, Chitra Balakrishna, Alexander Mikroyannidis
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Abstract

Cyber security threats are increasingly a serious concern to organisations, with an annual worldwide cost of a trillion dollars in 2021. Potentially the most significant contributor to cyber security threats is the human element, yet this has typically been insufficiently addressed in proposed solutions. Significant resources have been allocated to software, training and other solutions designed to tackle this threat, yet existing methods to improve cyber security have failed to deliver the desired results. Commonly cited issues include the lack of engagement in training, leading to disinterest and a ‘one size fits all’ approach, meaning some groups benefit from training more than others. This study will examine the need for game-based training methods in addressing cyber security threats caused by human error. Game-based training methods have previously been proposed to improve engagement in training and this study will discuss other potential benefits of game-based training. The aim of this work is to justify the use of game-based training methods in cyber security and begin to determine which aspects of games may be most effective at causing long-term positive behaviour change. Following an extensive literature review, a pilot study was run in which a survey was presented to 37 individuals who have taken cyber security training in the past, to query opinions and perceptions regarding cyber security training participants had previously taken, and how they feel they would behave when faced with certain cyber security threats. Upon analysis in SPSS, the results of this work indicate that factors such as training frequency and exposure to cyber security attacks have a significant impact on cyber security behaviour. A correlation between engaging training and impact of training on behaviour also serves to justify the development of such training methods. When combined with previous results on cyber security training this highlights the need for training to be engaging, regular, and relevant, and shows that the realistic simulation of cyber security threats (such as in game-based training) is of significant benefit. These results will help inform future development of effective game-based training methods and encourage their use more widely.
需要基于游戏的学习方法来应对网络威胁
网络安全威胁日益成为各组织的严重关切,到2021年,全球网络安全威胁每年造成的损失将达到1万亿美元。造成网络安全威胁的最重要因素可能是人为因素,但在拟议的解决方案中,这一点通常没有得到充分解决。为应对这一威胁,政府已在软件、培训和其他解决方案上投入了大量资源,但现有的改善网络安全的方法未能取得预期的效果。常见的问题包括缺乏对培训的参与,导致对培训不感兴趣,以及“一刀切”的做法,这意味着一些群体比其他群体更能从培训中受益。本研究将探讨基于游戏的培训方法在解决人为错误造成的网络安全威胁方面的必要性。基于游戏的训练方法以前曾被提议用于提高训练的参与度,本研究将讨论基于游戏的训练的其他潜在好处。这项工作的目的是证明在网络安全中使用基于游戏的培训方法是合理的,并开始确定游戏的哪些方面可能最有效地引起长期积极的行为改变。在进行了广泛的文献综述之后,我们开展了一项试点研究,对37名过去接受过网络安全培训的个人进行了调查,询问他们对之前接受过的网络安全培训的看法和看法,以及他们在面对某些网络安全威胁时会如何表现。在SPSS分析中,这项工作的结果表明,培训频率和暴露于网络安全攻击等因素对网络安全行为有显著影响。参与训练与训练对行为的影响之间的相互关系也有助于证明开发这种训练方法是合理的。当与之前的网络安全培训结果相结合时,这突出了对参与、定期和相关的培训的需求,并表明对网络安全威胁的现实模拟(例如在基于游戏的培训中)具有显著的益处。这些结果将有助于为未来有效的基于游戏的训练方法的发展提供信息,并鼓励它们更广泛地使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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